// Made with Amplify Shader Editor v1.9.9.5 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/Additive SSU" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 [Toggle( _RESIZABLETEXTURE_ON )] _ResizableTexture( "Resizable Texture", Float ) = 0 [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 _ScreenWidthUnits( "Screen Width Units", Float ) = 10 _RectWidth( "Rect Width", Float ) = 100 _RectHeight( "Rect Height", Float ) = 100 [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) _FadingWidth( "Fading: Width", Float ) = 0.3 _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _FadingMask( "Fading: Mask", 2D ) = "white" {} [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 _TimeValue( "Time: Value", Float ) = 0 [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 _TimeSpeed( "Time: Speed", Float ) = 1 [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 _TimeFPS( "Time: FPS", Float ) = 5 [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 _TimeFrequency( "Time: Frequency", Float ) = 2 _TimeRange( "Time: Range", Float ) = 0.5 _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 _AddColorMask( "Add Color: Mask", 2D ) = "white" {} [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 _Brightness( "Brightness", Float ) = 1 [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 _Contrast( "Contrast", Float ) = 1 [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 _Saturation( "Saturation", Float ) = 1 [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 _Hue( "Hue", Range( -1, 1 ) ) = 0 [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 _AddHueSpeed( "Add Hue: Speed", Float ) = 1 _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) _BlackTintPower( "Black Tint: Power", Float ) = 4 [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 _SineGlowMin( "Sine Glow: Min", Float ) = 0 _SineGlowMax( "Sine Glow: Max", Float ) = 1 [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 _SplitToningBalance( "Split Toning: Balance", Float ) = 1 _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) _HologramContrast( "Hologram: Contrast", Float ) = 1 _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 _GlitchBrightness( "Glitch: Brightness", Float ) = 4 _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) _FrozenContrast( "Frozen: Contrast", Float ) = 2 [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 _RainbowContrast( "Rainbow: Contrast", Float ) = 1 _RainbowSpeed( "Rainbow: Speed", Float ) = 1 _RainbowDensity( "Rainbow: Density", Float ) = 0.5 _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) _MetalContrast( "Metal: Contrast", Float ) = 2 [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 _ShineContrast( "Shine: Contrast", Float ) = 2 _ShineWidth( "Shine: Width", Float ) = 0.1 _ShineSpeed( "Shine: Speed", Float ) = 5 _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 _ShineSmooth( "Shine: Smoothness", Float ) = 1 _ShineFrequency( "Shine: Frequency", Float ) = 0.3 [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) _BurnRadius( "Burn: Radius", Float ) = 5 [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) _BurnWidth( "Burn: Width", Float ) = 0.1 _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) _PoisonDensity( "Poison: Density", Float ) = 3 _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 _ShiftingDensity( "Shifting: Density", Float ) = 1.5 _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 _HalftoneFade( "Halftone: Fade", Float ) = 1 _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) _HalftoneTiling( "Halftone: Tiling", Float ) = 4 _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) _SqueezePower( "Squeeze: Power", Float ) = 1 _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 _WiggleSpeed( "Wiggle: Speed", Float ) = 2 _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 _VibrateRotation( "Vibrate: Rotation", Float ) = 4 [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 _WindRotation( "Wind: Rotation", Float ) = 0 _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 _WindXPosition( "Wind: X Position", Float ) = 0 _WindFlip( "Wind: Flip", Float ) = 0 [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 _SquishStretch( "Squish: Stretch", Float ) = 0.1 _SquishSquish( "Squish: Squish", Float ) = 0.1 _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 _FlameBrightness( "Flame: Brightness", Float ) = 10 _FlameSmooth( "Flame: Smooth", Float ) = 2 _FlameRadius( "Flame: Radius", Float ) = 0.2 _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 _SharpenFactor( "Sharpen: Factor", Float ) = 4 _SharpenOffset( "Sharpen: Offset", Float ) = 2 [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend SrcAlpha One, One OneMinusSrcAlpha Pass { CGPROGRAM #define ASE_VERSION 19905 #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 3.5 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RESIZABLETEXTURE_ON #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; }; uniform fixed4 _Color; uniform float _EnableExternalAlpha; uniform sampler2D _MainTex; uniform sampler2D _AlphaTex; #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif uniform float _ScreenWidthUnits; uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineAlphaLimit; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; uniform float _ShadowFade; uniform float2 _ShadowOffset; #endif float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11717( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11715( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11664( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11666( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11667( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11670( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11669( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11675( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11719( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11672( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11730( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11756( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11758( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11762( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11767( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11790( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11774( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11801( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11809( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11847( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11844( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11836( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11838( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11829( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11832( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11824( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11818( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11850( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11855( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11853( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11865( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11861( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11872( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11880( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11882( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11878( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11874( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11876( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } v2f vert( appdata_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_TRANSFER_INSTANCE_ID(IN, OUT); float2 _ZeroVector = float2(0,0); float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = UnityObjectToClipPos( IN.vertex ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( IN.vertex ).xyz, 1 ) ).xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11660 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11660 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11900 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; float temp_output_8_0_g11900 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11900 = ( ( sin( ( temp_output_8_0_g11900 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11900 ); #else float2 staticSwitch4_g11900 = temp_output_2_0_g11900; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11901 = temp_output_8_0_g11900; float3 rotatedValue21_g11901 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11901 * _VibrateRotation ) ); float2 staticSwitch6_g11900 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11901 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy ) + staticSwitch4_g11900 ); #else float2 staticSwitch6_g11900 = staticSwitch4_g11900; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11900 = ( staticSwitch6_g11900 + ( (IN.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11900 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11900 = staticSwitch6_g11900; #endif float2 temp_output_424_0 = staticSwitch10_g11900; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11713 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11716 = max( _FadingWidth , 0.001 ); float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11662 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11662 = temp_output_61_0_g11662; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11662 = (IN.vertex.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11662 = ( (IN.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11662 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11662; float linValue16_g11717 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11717 = MyCustomExpression16_g11717( linValue16_g11717 ); float clampResult14_g11716 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11716 ) ) - localMyCustomExpression16_g11717 ) / temp_output_4_0_g11716 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11714 = shaderPosition235; float linValue16_g11715 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11714 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11714 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11714 ) + ( localMyCustomExpression16_g11715 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11716; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11714; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif OUT.ase_texcoord1 = screenPos; OUT.ase_texcoord2.xyz = ase_positionWS; OUT.ase_texcoord3 = IN.vertex; //setting value to unused interpolator channels and avoid initialization warnings OUT.ase_texcoord2.w = 0; IN.vertex.xyz += float3( staticSwitch142 , 0.0 ); OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) fixed4 alpha = tex2D (_AlphaTex, uv); color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); #endif //ETC1_EXTERNAL_ALPHA return color; } fixed4 frag(v2f IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = IN.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11660 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11660 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); float2 appendResult15_g11660 = (float2( (break9_g11660.x + ( break14_g11660.x - break11_g11660.x ) * ( break8_g11660.x - break9_g11660.x ) / ( break10_g11660.x - break11_g11660.x ) ) , (break9_g11660.y + ( break14_g11660.y - break11_g11660.y ) * ( break8_g11660.y - break9_g11660.y ) / ( break10_g11660.y - break11_g11660.y ) ))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11663 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11664 = _WindMinIntensity; #else float staticSwitch117_g11664 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11664 = _WindMaxIntensity; #else float staticSwitch118_g11664 = WindMaxIntensity; #endif #endif float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11664 = _WindXPosition; #else float staticSwitch111_g11664 = transform62_g11664.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11664 = _WindNoiseScale; #else float staticSwitch113_g11664 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11664 = WindTime; #endif float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 ); float x101_g11664 = temp_output_50_0_g11664; float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 ); float2 temp_cast_0 = (temp_output_50_0_g11664).xx; float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11664 = simplePerlin2D121_g11664; #else float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 ); #endif float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664); float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11664 = temp_output_3_0_g11663; float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip ); float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 ))); float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) ); float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy; #else float2 staticSwitch4_g11663 = temp_output_3_0_g11663; #endif float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11662 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11662 = temp_output_61_0_g11662; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11662 = (IN.ase_texcoord3.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11662 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11662 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11662; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11665 = shaderPosition235; float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 ); float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11663; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11668 = shaderPosition235; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11668 = rotatedValue136_g11668; float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11673 = unity_OrthoParams.y; float temp_output_8_0_g11673 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11673 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11673 ); float2 temp_cast_4 = (temp_output_8_0_g11673).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 ); float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11673).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float2 appendResult10_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 appendResult2_g11674 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); #ifdef _RESIZABLETEXTURE_ON float2 staticSwitch9_g11674 = appendResult2_g11674; #else float2 staticSwitch9_g11674 = ( float2( 100,100 ) / appendResult10_g11674 ); #endif float hologramFade182 = _HologramFade; float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * staticSwitch9_g11674.x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11671 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11671; float linValue16_g11719 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11719 = MyCustomExpression16_g11719( linValue16_g11719 ); float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11719 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11720 = staticSwitch62; float2 temp_output_26_0_g11720 = shaderPosition235; float temp_output_25_0_g11720 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11730 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11720 + ( _UVDistortSpeed * temp_output_25_0_g11720 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11730 = MyCustomExpression16_g11730( linValue16_g11730 ); float2 lerpResult21_g11727 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11730); float2 appendResult10_g11729 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 appendResult2_g11729 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); #ifdef _RESIZABLETEXTURE_ON float2 staticSwitch9_g11729 = appendResult2_g11729; #else float2 staticSwitch9_g11729 = ( float2( 100,100 ) / appendResult10_g11729 ); #endif float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11728 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11727 = ( _UVDistortFade * ( tex2DNode3_g11728.r * tex2DNode3_g11728.a ) ); #else float staticSwitch29_g11727 = _UVDistortFade; #endif float2 staticSwitch5_g11720 = ( temp_output_1_0_g11720 + ( lerpResult21_g11727 * staticSwitch9_g11729 * staticSwitch29_g11727 ) ); #else float2 staticSwitch5_g11720 = temp_output_1_0_g11720; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11726 = staticSwitch5_g11720; float2 staticSwitch7_g11720 = ( temp_output_1_0_g11726 + ( ( temp_output_1_0_g11726 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11726 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11720 = staticSwitch5_g11720; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11725 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11720 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11720 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11720 = (rotatedValue36_g11725).xy; #else float2 staticSwitch9_g11720 = staticSwitch7_g11720; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11724 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11720 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11720 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11720 = (rotatedValue8_g11724).xy; #else float2 staticSwitch16_g11720 = staticSwitch9_g11720; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11720 = ( ( _UVScrollSpeed * temp_output_25_0_g11720 ) + staticSwitch16_g11720 ); #else float2 staticSwitch14_g11720 = staticSwitch16_g11720; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11722 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11722 = ( ( _PixelatePixelDensity * ( appendResult35_g11722 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11722 = clamp( ( floor( ( MultFactor30_g11722 * ( staticSwitch14_g11720 + ( float2( 0.5,0.5 ) / MultFactor30_g11722 ) ) ) ) / MultFactor30_g11722 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11720 = clampResult46_g11722; #else float2 staticSwitch4_g11720 = staticSwitch14_g11720; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11720 = ( ( ( staticSwitch4_g11720 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11720 = staticSwitch4_g11720; #endif float2 temp_output_1_0_g11731 = staticSwitch24_g11720; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11731 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11720.y + ( _WiggleSpeed * temp_output_25_0_g11720 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11731 = ( temp_output_7_0_g11731 * temp_output_1_0_g11731.y ); #else float staticSwitch18_g11731 = temp_output_7_0_g11731; #endif float2 appendResult12_g11731 = (float2(staticSwitch18_g11731 , 0.0)); float2 staticSwitch13_g11731 = ( temp_output_1_0_g11731 + appendResult12_g11731 ); #else float2 staticSwitch13_g11731 = temp_output_1_0_g11731; #endif float2 temp_output_484_0 = staticSwitch13_g11731; float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11713 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11716 = max( _FadingWidth , 0.001 ); float linValue16_g11717 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11717 = MyCustomExpression16_g11717( linValue16_g11717 ); float clampResult14_g11716 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11716 ) ) - localMyCustomExpression16_g11717 ) / temp_output_4_0_g11716 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11714 = shaderPosition235; float linValue16_g11715 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11714 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11715 = MyCustomExpression16_g11715( linValue16_g11715 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11714 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11714 ) + ( localMyCustomExpression16_g11715 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11713.r * tex2DNode3_g11713.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11716; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11714; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11732 = staticSwitch485; float2 break11_g11732 = float2( 0,0 ); float2 break10_g11732 = float2( 1,1 ); float2 break9_g11732 = spriteRectMin376; float2 break8_g11732 = spriteRectMax377; float2 appendResult15_g11732 = (float2( (break9_g11732.x + ( break14_g11732.x - break11_g11732.x ) * ( break8_g11732.x - break9_g11732.x ) / ( break10_g11732.x - break11_g11732.x ) ) , (break9_g11732.y + ( break14_g11732.y - break11_g11732.y ) * ( break8_g11732.y - break9_g11732.y ) / ( break10_g11732.y - break11_g11732.y ) ))); float2 staticSwitch371 = min( max( appendResult15_g11732 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11733 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11733 ) ) / appendResult7_g11733 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11734 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11735 = _MainTex; float4 textureTexelSize3_g11735 = _MainTex_TexelSize; float2 uvs3_g11735 = temp_output_1_0_g11734; float4 localtexturePointSmooth3_g11735 = texturePointSmooth( tex3_g11735 , textureTexelSize3_g11735 , uvs3_g11735 ); float4 staticSwitch8_g11734 = localtexturePointSmooth3_g11735; #else float4 staticSwitch8_g11734 = tex2D( _MainTex, temp_output_1_0_g11734 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11736 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11746 = temp_output_10_0_g11736; float2 appendResult16_g11746 = (float2(temp_output_2_0_g11746 , 0.0)); float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11748 = ( appendResult16_g11746 * appendResult25_g11748 ); float2 temp_output_7_0_g11736 = temp_output_1_0_g11734; float2 temp_output_1_0_g11746 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11748 = temp_output_1_0_g11746; float2 appendResult17_g11746 = (float2(0.0 , temp_output_2_0_g11746)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = ( appendResult17_g11746 * appendResult25_g11747 ); float2 temp_output_1_0_g11747 = temp_output_1_0_g11746; float temp_output_2_0_g11737 = temp_output_10_0_g11736; float2 appendResult16_g11737 = (float2(temp_output_2_0_g11737 , 0.0)); float2 appendResult25_g11739 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11739 = ( appendResult16_g11737 * appendResult25_g11739 ); float2 temp_output_1_0_g11737 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11739 = temp_output_1_0_g11737; float2 appendResult17_g11737 = (float2(0.0 , temp_output_2_0_g11737)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = ( appendResult17_g11737 * appendResult25_g11738 ); float2 temp_output_1_0_g11738 = temp_output_1_0_g11737; float temp_output_2_0_g11743 = temp_output_10_0_g11736; float2 appendResult16_g11743 = (float2(temp_output_2_0_g11743 , 0.0)); float2 appendResult25_g11745 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11745 = ( appendResult16_g11743 * appendResult25_g11745 ); float2 temp_output_1_0_g11743 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11745 = temp_output_1_0_g11743; float2 appendResult17_g11743 = (float2(0.0 , temp_output_2_0_g11743)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = ( appendResult17_g11743 * appendResult25_g11744 ); float2 temp_output_1_0_g11744 = temp_output_1_0_g11743; float temp_output_2_0_g11740 = temp_output_10_0_g11736; float2 appendResult16_g11740 = (float2(temp_output_2_0_g11740 , 0.0)); float2 appendResult25_g11742 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11742 = ( appendResult16_g11740 * appendResult25_g11742 ); float2 temp_output_1_0_g11740 = ( temp_output_7_0_g11736 + ( temp_output_10_0_g11736 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11742 = temp_output_1_0_g11740; float2 appendResult17_g11740 = (float2(0.0 , temp_output_2_0_g11740)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = ( appendResult17_g11740 * appendResult25_g11741 ); float2 temp_output_1_0_g11741 = temp_output_1_0_g11740; float4 staticSwitch3_g11734 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11739 + temp_output_1_0_g11739 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11739 + temp_output_1_0_g11739 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11745 + temp_output_1_0_g11745 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11745 + temp_output_1_0_g11745 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11742 + temp_output_1_0_g11742 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11742 + temp_output_1_0_g11742 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11734 = staticSwitch8_g11734; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11749 = temp_output_1_0_g11734; float4 tex2DNode4_g11749 = tex2D( _MainTex, temp_output_1_0_g11749 ); float temp_output_2_0_g11750 = _SharpenOffset; float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; float4 break22_g11749 = ( tex2DNode4_g11749 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) / 4.0 ) - tex2DNode4_g11749 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11749 = clamp( break22_g11749.a , 0.0 , 1.0 ); float4 appendResult24_g11749 = (float4(break22_g11749.r , break22_g11749.g , break22_g11749.b , clampResult23_g11749)); float4 staticSwitch12_g11734 = appendResult24_g11749; #else float4 staticSwitch12_g11734 = staticSwitch3_g11734; #endif float4 temp_output_471_0 = staticSwitch12_g11734; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11753 = temp_output_471_0; float4 appendResult8_g11753 = (float4(( (temp_output_1_0_g11753).rgb * (IN.color).rgb ) , temp_output_1_0_g11753.a)); float4 staticSwitch354 = appendResult8_g11753; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11754 = originalColor191; float4 temp_output_1_0_g11755 = temp_output_1_0_g11754; float2 temp_output_7_0_g11754 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11755 = temp_output_7_0_g11754; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11756 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11755 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11756 = MyCustomExpression16_g11756( linValue16_g11756 ); float clampResult28_g11755 = clamp( ( ( ( localMyCustomExpression16_g11756 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11755 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11755 = lerp( (temp_output_1_0_g11755).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11755 ) * _SmokeDarkEdge )); float4 appendResult31_g11755 = (float4(lerpResult34_g11755 , ( clampResult28_g11755 * _SmokeAlpha * temp_output_1_0_g11755.a ))); float4 staticSwitch2_g11754 = appendResult31_g11755; #else float4 staticSwitch2_g11754 = temp_output_1_0_g11754; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11757 = staticSwitch2_g11754; float2 temp_output_57_0_g11757 = temp_output_7_0_g11754; float4 tex2DNode3_g11757 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11757 ); float linValue16_g11758 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11757 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11758 = MyCustomExpression16_g11758( linValue16_g11758 ); float clampResult37_g11757 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11757.r + ( localMyCustomExpression16_g11758 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11757 = (float4((temp_output_1_0_g11757).rgb , ( temp_output_1_0_g11757.a * pow( clampResult37_g11757 , ( _CustomFadeSmoothness / max( tex2DNode3_g11757.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11754 = appendResult13_g11757; #else float4 staticSwitch3_g11754 = staticSwitch2_g11754; #endif float4 temp_output_1_0_g11759 = staticSwitch3_g11754; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11760 = temp_output_1_0_g11759; float2 appendResult4_g11760 = (float2(ase_positionWS.x , ase_positionWS.y)); float2 temp_output_44_0_g11760 = ( appendResult4_g11760 * _CheckerboardTiling * 0.5 ); float2 break12_g11760 = step( ( ceil( temp_output_44_0_g11760 ) - temp_output_44_0_g11760 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11760 = (float4(( (temp_output_1_0_g11760).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11760.x + break12_g11760.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11760.a)); float4 staticSwitch2_g11759 = appendResult42_g11760; #else float4 staticSwitch2_g11759 = temp_output_1_0_g11759; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11761 = finalUV146; float linValue16_g11762 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11761 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11762 = MyCustomExpression16_g11762( linValue16_g11762 ); float saferPower57_g11761 = abs( max( ( temp_output_75_0_g11761.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11761 = max( _FlameRadius , 0.01 ); float clampResult70_g11761 = clamp( ( ( ( localMyCustomExpression16_g11762 * pow( saferPower57_g11761 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11761 - distance( temp_output_75_0_g11761 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11761 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11761 = ( clampResult70_g11761 * _FlameBrightness ); float4 appendResult31_g11761 = (float4(temp_output_63_0_g11761 , temp_output_63_0_g11761 , temp_output_63_0_g11761 , clampResult70_g11761)); float4 staticSwitch6_g11759 = ( appendResult31_g11761 * staticSwitch2_g11759 ); #else float4 staticSwitch6_g11759 = staticSwitch2_g11759; #endif float4 temp_output_3_0_g11763 = staticSwitch6_g11759; float4 temp_output_1_0_g11795 = temp_output_3_0_g11763; float4 appendResult91_g11795 = (float4((temp_output_1_0_g11795).rgb , 1.0)); float2 temp_output_1_0_g11763 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11795 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11763 ); #else float4 staticSwitch81_g11795 = appendResult91_g11795; #endif float3 break82_g11795 = (staticSwitch81_g11795).xyz; float temp_output_84_0_g11795 = max( ( break82_g11795.x + break82_g11795.y + break82_g11795.z ) , 0.001 ); float4 break71_g11795 = ( ( _RecolorRGBRedTint * ( break82_g11795.x / temp_output_84_0_g11795 ) ) + ( _RecolorRGBGreenTint * ( break82_g11795.y / temp_output_84_0_g11795 ) ) + ( ( break82_g11795.z / temp_output_84_0_g11795 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11795 = (float3(break71_g11795.r , break71_g11795.g , break71_g11795.b)); float4 break2_g11796 = temp_output_1_0_g11795; float saferPower57_g11795 = abs( ( ( break2_g11796.x + break2_g11796.x + break2_g11796.y + break2_g11796.y + break2_g11796.y + break2_g11796.z ) / 6.0 ) ); float3 lerpResult26_g11795 = lerp( (temp_output_1_0_g11795).rgb , ( appendResult56_g11795 * pow( saferPower57_g11795 , ( max( break71_g11795.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11795.w * _RecolorRGBFade )); float4 appendResult30_g11795 = (float4(lerpResult26_g11795 , temp_output_1_0_g11795.a)); float4 staticSwitch43_g11763 = appendResult30_g11795; #else float4 staticSwitch43_g11763 = temp_output_3_0_g11763; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11793 = staticSwitch43_g11763; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11793 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11763 ); #else float4 staticSwitch62_g11793 = temp_output_1_0_g11793; #endif float3 hsvTorgb33_g11793 = RGBToHSV( staticSwitch62_g11793.rgb ); float temp_output_43_0_g11793 = ( ( hsvTorgb33_g11793.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11793 = 0; if( temp_output_43_0_g11793 >= 0.8333333 ) ifLocalVar46_g11793 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11793 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11793 = 0; if( temp_output_43_0_g11793 <= 0.6666667 ) ifLocalVar44_g11793 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11793 = ifLocalVar46_g11793; float4 ifLocalVar47_g11793 = 0; if( temp_output_43_0_g11793 <= 0.3333333 ) ifLocalVar47_g11793 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11793 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11793 = 0; if( temp_output_43_0_g11793 <= 0.1666667 ) ifLocalVar45_g11793 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11793 = ifLocalVar47_g11793; float4 ifLocalVar35_g11793 = 0; if( temp_output_43_0_g11793 >= 0.5 ) ifLocalVar35_g11793 = ifLocalVar44_g11793; else ifLocalVar35_g11793 = ifLocalVar45_g11793; float4 break55_g11793 = ifLocalVar35_g11793; float3 appendResult56_g11793 = (float3(break55_g11793.r , break55_g11793.g , break55_g11793.b)); float4 break2_g11794 = temp_output_1_0_g11793; float saferPower57_g11793 = abs( ( ( break2_g11794.x + break2_g11794.x + break2_g11794.y + break2_g11794.y + break2_g11794.y + break2_g11794.z ) / 6.0 ) ); float3 lerpResult26_g11793 = lerp( (temp_output_1_0_g11793).rgb , ( appendResult56_g11793 * pow( saferPower57_g11793 , max( ( break55_g11793.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11793.z * _RecolorRGBYCPFade )); float4 appendResult30_g11793 = (float4(lerpResult26_g11793 , temp_output_1_0_g11793.a)); float4 staticSwitch9_g11763 = appendResult30_g11793; #else float4 staticSwitch9_g11763 = staticSwitch43_g11763; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11767 = staticSwitch9_g11763; float3 temp_output_2_0_g11767 = (temp_output_1_0_g11767).rgb; float3 In115_g11767 = temp_output_2_0_g11767; float3 From115_g11767 = (_ColorReplaceFromColor).rgb; float4 break2_g11768 = temp_output_1_0_g11767; float3 To115_g11767 = ( pow( max( ( ( break2_g11768.x + break2_g11768.x + break2_g11768.y + break2_g11768.y + break2_g11768.y + break2_g11768.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11767 = _ColorReplaceSmoothness; float Range115_g11767 = _ColorReplaceRange; float3 localMyCustomExpression115_g11767 = MyCustomExpression115_g11767( In115_g11767 , From115_g11767 , To115_g11767 , Fuzziness115_g11767 , Range115_g11767 ); float3 lerpResult112_g11767 = lerp( temp_output_2_0_g11767 , localMyCustomExpression115_g11767 , _ColorReplaceFade); float4 appendResult4_g11767 = (float4(lerpResult112_g11767 , temp_output_1_0_g11767.a)); float4 staticSwitch29_g11763 = appendResult4_g11767; #else float4 staticSwitch29_g11763 = staticSwitch9_g11763; #endif float4 temp_output_1_0_g11780 = staticSwitch29_g11763; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11780 = (temp_output_1_0_g11780).rgb; float3 lerpResult3_g11780 = lerp( temp_output_9_0_g11780 , ( 1.0 - temp_output_9_0_g11780 ) , _NegativeFade); float4 appendResult8_g11780 = (float4(lerpResult3_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch4_g11780 = appendResult8_g11780; #else float4 staticSwitch4_g11780 = temp_output_1_0_g11780; #endif float4 temp_output_57_0_g11763 = staticSwitch4_g11780; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11803 = temp_output_57_0_g11763; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; float4 appendResult4_g11803 = (float4(pow( max( (temp_output_1_0_g11803).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11803.a)); float4 staticSwitch32_g11763 = appendResult4_g11803; #else float4 staticSwitch32_g11763 = temp_output_57_0_g11763; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11778 = staticSwitch32_g11763; float4 appendResult6_g11778 = (float4(( (temp_output_2_0_g11778).rgb * _Brightness ) , temp_output_2_0_g11778.a)); float4 staticSwitch33_g11763 = appendResult6_g11778; #else float4 staticSwitch33_g11763 = staticSwitch32_g11763; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11779 = staticSwitch33_g11763; float3 hsvTorgb1_g11779 = RGBToHSV( temp_output_2_0_g11779.rgb ); float3 hsvTorgb3_g11779 = HSVToRGB( float3(( hsvTorgb1_g11779.x + _Hue ),hsvTorgb1_g11779.y,hsvTorgb1_g11779.z) ); float4 appendResult8_g11779 = (float4(hsvTorgb3_g11779 , temp_output_2_0_g11779.a)); float4 staticSwitch36_g11763 = appendResult8_g11779; #else float4 staticSwitch36_g11763 = staticSwitch33_g11763; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11797 = staticSwitch36_g11763; float4 break2_g11798 = temp_output_1_0_g11797; float temp_output_3_0_g11797 = ( ( break2_g11798.x + break2_g11798.x + break2_g11798.y + break2_g11798.y + break2_g11798.y + break2_g11798.z ) / 6.0 ); float clampResult25_g11797 = clamp( ( ( ( ( temp_output_3_0_g11797 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11797 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11797); float3 lerpResult11_g11797 = lerp( (temp_output_1_0_g11797).rgb , ( lerpResult6_g11797 * pow( max( temp_output_3_0_g11797 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); float4 appendResult18_g11797 = (float4(lerpResult11_g11797 , temp_output_1_0_g11797.a)); float4 staticSwitch30_g11763 = appendResult18_g11797; #else float4 staticSwitch30_g11763 = staticSwitch36_g11763; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11775 = staticSwitch30_g11763; float3 temp_output_4_0_g11775 = (temp_output_1_0_g11775).rgb; float4 break12_g11775 = temp_output_1_0_g11775; float3 lerpResult7_g11775 = lerp( temp_output_4_0_g11775 , ( temp_output_4_0_g11775 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11775.r , break12_g11775.g ) , break12_g11775.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); float3 lerpResult13_g11775 = lerp( temp_output_4_0_g11775 , lerpResult7_g11775 , _BlackTintFade); float4 appendResult11_g11775 = (float4(lerpResult13_g11775 , break12_g11775.a)); float4 staticSwitch20_g11763 = appendResult11_g11775; #else float4 staticSwitch20_g11763 = staticSwitch30_g11763; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11789 = staticSwitch20_g11763; float4 break2_g11791 = temp_output_1_0_g11789; float2 temp_output_65_0_g11789 = shaderPosition235; float linValue16_g11790 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11789 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11790 = MyCustomExpression16_g11790( linValue16_g11790 ); float clampResult53_g11789 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11789 ) ) + ( localMyCustomExpression16_g11790 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11789 = lerp( (temp_output_1_0_g11789).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11791.x + break2_g11791.x + break2_g11791.y + break2_g11791.y + break2_g11791.y + break2_g11791.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11789 )); float4 appendResult9_g11789 = (float4(lerpResult7_g11789 , (temp_output_1_0_g11789).a)); float4 staticSwitch17_g11763 = appendResult9_g11789; #else float4 staticSwitch17_g11763 = staticSwitch20_g11763; #endif float temp_output_39_0_g11763 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11781 = staticSwitch17_g11763; float3 hsvTorgb15_g11781 = RGBToHSV( (temp_output_1_0_g11781).rgb ); float3 hsvTorgb19_g11781 = HSVToRGB( float3(( ( temp_output_39_0_g11763 * _ShiftHueSpeed ) + hsvTorgb15_g11781.x ),hsvTorgb15_g11781.y,hsvTorgb15_g11781.z) ); float4 appendResult6_g11781 = (float4(hsvTorgb19_g11781 , temp_output_1_0_g11781.a)); float4 staticSwitch19_g11763 = appendResult6_g11781; #else float4 staticSwitch19_g11763 = staticSwitch17_g11763; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11785 = HSVToRGB( float3(( ( temp_output_39_0_g11763 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11785 = staticSwitch19_g11763; float4 break2_g11787 = temp_output_1_0_g11785; float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11786 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11785 = ( _AddHueFade * ( tex2DNode3_g11786.r * tex2DNode3_g11786.a ) ); #else float staticSwitch33_g11785 = _AddHueFade; #endif float4 appendResult6_g11785 = (float4(( ( hsvTorgb19_g11785 * pow( max( ( ( break2_g11787.x + break2_g11787.x + break2_g11787.y + break2_g11787.y + break2_g11787.y + break2_g11787.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11785 ) + (temp_output_1_0_g11785).rgb ) , temp_output_1_0_g11785.a)); float4 staticSwitch23_g11763 = appendResult6_g11785; #else float4 staticSwitch23_g11763 = staticSwitch19_g11763; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11782 = staticSwitch23_g11763; float4 break2_g11783 = temp_output_1_0_g11782; float3 temp_output_13_0_g11782 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11782 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11782 = ( (tex2DNode30_g11782).rgb * temp_output_13_0_g11782 * tex2DNode30_g11782.a ); #else float3 staticSwitch27_g11782 = temp_output_13_0_g11782; #endif float4 appendResult21_g11782 = (float4(( (temp_output_1_0_g11782).rgb + ( pow( max( ( ( break2_g11783.x + break2_g11783.x + break2_g11783.y + break2_g11783.y + break2_g11783.y + break2_g11783.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11782 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11763 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11782.a)); float4 staticSwitch28_g11763 = appendResult21_g11782; #else float4 staticSwitch28_g11763 = staticSwitch23_g11763; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11770 = staticSwitch28_g11763; float4 break2_g11771 = temp_output_1_0_g11770; float3 temp_cast_46 = (( ( break2_g11771.x + break2_g11771.x + break2_g11771.y + break2_g11771.y + break2_g11771.y + break2_g11771.z ) / 6.0 )).xxx; float3 lerpResult5_g11770 = lerp( temp_cast_46 , (temp_output_1_0_g11770).rgb , _Saturation); float4 appendResult8_g11770 = (float4(lerpResult5_g11770 , temp_output_1_0_g11770.a)); float4 staticSwitch38_g11763 = appendResult8_g11770; #else float4 staticSwitch38_g11763 = staticSwitch28_g11763; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11772 = staticSwitch38_g11763; float3 temp_output_82_0_g11772 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11772 = temp_output_1_0_g11763; float temp_output_179_0_g11772 = temp_output_39_0_g11763; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11772 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11772 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11772 ) ) )).rgb * temp_output_82_0_g11772 ); #else float3 staticSwitch187_g11772 = temp_output_82_0_g11772; #endif float linValue16_g11774 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11772 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11772 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11774 = MyCustomExpression16_g11774( linValue16_g11774 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11772 = ( ( localMyCustomExpression16_g11774 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11772 = float2( 0,0 ); #endif float2 temp_output_131_0_g11772 = ( staticSwitch169_g11772 + temp_output_7_0_g11772 ); float2 appendResult10_g11773 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 appendResult2_g11773 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); #ifdef _RESIZABLETEXTURE_ON float2 staticSwitch9_g11773 = appendResult2_g11773; #else float2 staticSwitch9_g11773 = ( float2( 100,100 ) / appendResult10_g11773 ); #endif float2 temp_output_25_0_g11772 = staticSwitch9_g11773; float temp_output_178_0_g11772 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11772 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11772 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11772 ) ) ).a ) ) ); float3 lerpResult176_g11772 = lerp( (temp_output_15_0_g11772).rgb , staticSwitch187_g11772 , temp_output_178_0_g11772); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11772 = ( temp_output_178_0_g11772 * temp_output_15_0_g11772.a ); #else float staticSwitch188_g11772 = temp_output_15_0_g11772.a; #endif float4 appendResult177_g11772 = (float4(lerpResult176_g11772 , staticSwitch188_g11772)); float4 staticSwitch12_g11763 = appendResult177_g11772; #else float4 staticSwitch12_g11763 = staticSwitch38_g11763; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11800 = staticSwitch12_g11763; float3 temp_output_82_0_g11800 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11800 = temp_output_1_0_g11763; float temp_output_186_0_g11800 = temp_output_39_0_g11763; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11800 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11800 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11800 ) ) )).rgb * temp_output_82_0_g11800 ); #else float3 staticSwitch199_g11800 = temp_output_82_0_g11800; #endif float temp_output_182_0_g11800 = ( ( 1.0 - temp_output_15_0_g11800.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11800 = 1.0; #else float staticSwitch203_g11800 = temp_output_182_0_g11800; #endif float3 lerpResult178_g11800 = lerp( (temp_output_15_0_g11800).rgb , staticSwitch199_g11800 , staticSwitch203_g11800); float3 lerpResult170_g11800 = lerp( lerpResult178_g11800 , staticSwitch199_g11800 , staticSwitch203_g11800); float linValue16_g11801 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11800 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11800 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11801 = MyCustomExpression16_g11801( linValue16_g11801 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11800 = ( ( localMyCustomExpression16_g11801 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11800 = float2( 0,0 ); #endif float2 temp_output_131_0_g11800 = ( staticSwitch157_g11800 + temp_output_7_0_g11800 ); float2 appendResult10_g11802 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 appendResult2_g11802 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); #ifdef _RESIZABLETEXTURE_ON float2 staticSwitch9_g11802 = appendResult2_g11802; #else float2 staticSwitch9_g11802 = ( float2( 100,100 ) / appendResult10_g11802 ); #endif float2 temp_output_25_0_g11800 = staticSwitch9_g11802; float lerpResult168_g11800 = lerp( temp_output_15_0_g11800.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11800 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11800 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11800 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11800 = ( temp_output_182_0_g11800 * lerpResult168_g11800 ); #else float staticSwitch200_g11800 = lerpResult168_g11800; #endif float4 appendResult174_g11800 = (float4(lerpResult170_g11800 , staticSwitch200_g11800)); float4 staticSwitch13_g11763 = appendResult174_g11800; #else float4 staticSwitch13_g11763 = staticSwitch12_g11763; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11777 = staticSwitch13_g11763; float3 temp_output_82_0_g11777 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11777 = temp_output_1_0_g11763; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11777 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11777 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11763 ) ) )).rgb * temp_output_82_0_g11777 ); #else float3 staticSwitch199_g11777 = temp_output_82_0_g11777; #endif float temp_output_213_0_g11777 = ( _PixelOutlineFade * step( temp_output_15_0_g11777.a , _PixelOutlineAlphaLimit ) ); float temp_output_182_0_g11777 = ( ( 1.0 - temp_output_15_0_g11777.a ) * min( ( temp_output_213_0_g11777 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11777 = 1.0; #else float staticSwitch203_g11777 = temp_output_182_0_g11777; #endif float3 lerpResult178_g11777 = lerp( (temp_output_15_0_g11777).rgb , staticSwitch199_g11777 , staticSwitch203_g11777); float3 lerpResult170_g11777 = lerp( lerpResult178_g11777 , staticSwitch199_g11777 , staticSwitch203_g11777); float2 appendResult206_g11777 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11777 = ( float2( 1,1 ) / appendResult206_g11777 ); float lerpResult168_g11777 = lerp( temp_output_15_0_g11777.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11777 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11777 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11777 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11777 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11777 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11777); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11777 = ( temp_output_182_0_g11777 * lerpResult168_g11777 ); #else float staticSwitch200_g11777 = lerpResult168_g11777; #endif float4 appendResult174_g11777 = (float4(lerpResult170_g11777 , staticSwitch200_g11777)); float4 staticSwitch48_g11763 = appendResult174_g11777; #else float4 staticSwitch48_g11763 = staticSwitch13_g11763; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11764 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11763 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11764 = staticSwitch48_g11763; float4 break2_g11765 = temp_output_5_0_g11764; float4 appendResult12_g11764 = (float4(( ( lerpResult15_g11764 * _PingPongGlowFade * pow( max( ( ( break2_g11765.x + break2_g11765.x + break2_g11765.y + break2_g11765.y + break2_g11765.y + break2_g11765.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11764).rgb ) , temp_output_5_0_g11764.a)); float4 staticSwitch46_g11763 = appendResult12_g11764; #else float4 staticSwitch46_g11763 = staticSwitch48_g11763; #endif float4 temp_output_361_0 = staticSwitch46_g11763; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11805 = temp_output_361_0; float4 break2_g11806 = temp_output_1_0_g11805; float temp_output_44_0_g11805 = unity_OrthoParams.y; float4 appendResult22_g11805 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11805 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11805 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11805.a ))); float4 lerpResult37_g11805 = lerp( temp_output_1_0_g11805 , appendResult22_g11805 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11805; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11808 = staticSwitch56; float4 break2_g11810 = temp_output_1_0_g11808; float temp_output_34_0_g11808 = shaderTime237; float linValue16_g11809 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11808 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11809 = MyCustomExpression16_g11809( linValue16_g11809 ); float3 hsvTorgb3_g11811 = HSVToRGB( float3(( localMyCustomExpression16_g11809 + ( temp_output_34_0_g11808 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11808 = lerp( (temp_output_1_0_g11808).rgb , ( ( ( break2_g11810.x + break2_g11810.x + break2_g11810.y + break2_g11810.y + break2_g11810.y + break2_g11810.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11811 ) , glitchFade152); float4 appendResult27_g11808 = (float4(lerpResult23_g11808 , temp_output_1_0_g11808.a)); float4 staticSwitch57 = appendResult27_g11808; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11812 = staticSwitch57; float4 temp_output_1_0_g11842 = temp_output_3_0_g11812; float2 temp_output_41_0_g11812 = shaderPosition235; float2 temp_output_99_0_g11842 = temp_output_41_0_g11812; float temp_output_40_0_g11812 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11847 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11812 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11842 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11847 = MyCustomExpression16_g11847( linValue16_g11847 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11842 = ( ( ( localMyCustomExpression16_g11847 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11842 ); #else float2 staticSwitch101_g11842 = temp_output_99_0_g11842; #endif float linValue16_g11844 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11842 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11844 = MyCustomExpression16_g11844( linValue16_g11844 ); float clampResult52_g11842 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11844 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11842 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11842 ) , clampResult52_g11842); float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11842 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); float clampResult65_g11842 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11846 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11842 = lerp( lerpResult55_g11842 , ( _CamouflageColorB * clampResult65_g11842 ) , clampResult65_g11842); float4 break2_g11845 = temp_output_1_0_g11842; float3 lerpResult4_g11842 = lerp( (temp_output_1_0_g11842).rgb , ( (lerpResult68_g11842).rgb * pow( max( ( ( break2_g11845.x + break2_g11845.x + break2_g11845.y + break2_g11845.y + break2_g11845.y + break2_g11845.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); float4 appendResult7_g11842 = (float4(lerpResult4_g11842 , temp_output_1_0_g11842.a)); float4 staticSwitch26_g11812 = appendResult7_g11842; #else float4 staticSwitch26_g11812 = temp_output_3_0_g11812; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11835 = staticSwitch26_g11812; float temp_output_59_0_g11835 = temp_output_40_0_g11812; float2 temp_output_58_0_g11835 = temp_output_41_0_g11812; float linValue16_g11836 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11835 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11835 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11836 = MyCustomExpression16_g11836( linValue16_g11836 ); float linValue16_g11838 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11836 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11835 * _MetalNoiseSpeed ) + temp_output_58_0_g11835 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11838 = MyCustomExpression16_g11838( linValue16_g11838 ); float4 break2_g11837 = temp_output_1_0_g11835; float temp_output_5_0_g11835 = ( ( break2_g11837.x + break2_g11837.x + break2_g11837.y + break2_g11837.y + break2_g11837.y + break2_g11837.z ) / 6.0 ); float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11840 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11835 = ( _MetalFade * ( tex2DNode3_g11840.r * tex2DNode3_g11840.a ) ); #else float staticSwitch60_g11835 = _MetalFade; #endif float4 lerpResult45_g11835 = lerp( temp_output_1_0_g11835 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11838 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11835 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11835 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11835); float4 appendResult8_g11835 = (float4((lerpResult45_g11835).rgb , (temp_output_1_0_g11835).a)); float4 staticSwitch28_g11812 = appendResult8_g11835; #else float4 staticSwitch28_g11812 = staticSwitch26_g11812; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11827 = staticSwitch28_g11812; float4 break2_g11828 = temp_output_1_0_g11827; float temp_output_7_0_g11827 = ( ( break2_g11828.x + break2_g11828.x + break2_g11828.y + break2_g11828.y + break2_g11828.y + break2_g11828.z ) / 6.0 ); float2 temp_output_72_0_g11827 = temp_output_41_0_g11812; float linValue16_g11829 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11827 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11829 = MyCustomExpression16_g11829( linValue16_g11829 ); float temp_output_73_0_g11827 = temp_output_40_0_g11812; float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11827 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11827 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11831 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11827 * _FrozenHighlightSpeed ) + temp_output_72_0_g11827 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); float3 lerpResult57_g11827 = lerp( (temp_output_1_0_g11827).rgb , ( ( pow( max( temp_output_7_0_g11827 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11827 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11829 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11832 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11827 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11827 = (float4(lerpResult57_g11827 , temp_output_1_0_g11827.a)); float4 staticSwitch29_g11812 = appendResult26_g11827; #else float4 staticSwitch29_g11812 = staticSwitch28_g11812; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11821 = staticSwitch29_g11812; float3 temp_output_28_0_g11821 = (temp_output_1_0_g11821).rgb; float4 break2_g11825 = float4( temp_output_28_0_g11821 , 0.0 ); float2 temp_output_72_0_g11821 = temp_output_41_0_g11812; float linValue16_g11824 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11821 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11824 = MyCustomExpression16_g11824( linValue16_g11824 ); float linValue16_g11822 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11824 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11821 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); float clampResult68_g11821 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11822 ) , 0.0 , 1.0 ); float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11821 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); float temp_output_15_0_g11821 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11821 , _BurnPosition ) ) + ( localMyCustomExpression16_g11823 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11821 = clamp( temp_output_15_0_g11821 , 0.0 , 1.0 ); float3 lerpResult29_g11821 = lerp( temp_output_28_0_g11821 , ( pow( max( ( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11821 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11821); float3 lerpResult40_g11821 = lerp( temp_output_28_0_g11821 , ( lerpResult29_g11821 + ( ( step( temp_output_15_0_g11821 , 1.0 ) * step( 0.0 , temp_output_15_0_g11821 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11821 = (float4(lerpResult40_g11821 , temp_output_1_0_g11821.a)); float4 staticSwitch32_g11812 = appendResult43_g11821; #else float4 staticSwitch32_g11812 = staticSwitch29_g11812; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11817 = temp_output_41_0_g11812; float linValue16_g11818 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11817 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11818 = MyCustomExpression16_g11818( linValue16_g11818 ); float3 hsvTorgb3_g11820 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11817 , _RainbowCenter ) + ( localMyCustomExpression16_g11818 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11812 ) ),1.0,1.0) ); float3 hsvTorgb36_g11817 = RGBToHSV( hsvTorgb3_g11820 ); float3 hsvTorgb37_g11817 = HSVToRGB( float3(hsvTorgb36_g11817.x,_RainbowSaturation,( hsvTorgb36_g11817.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11817 = staticSwitch32_g11812; float4 break2_g11819 = temp_output_1_0_g11817; float saferPower24_g11817 = abs( ( ( break2_g11819.x + break2_g11819.x + break2_g11819.y + break2_g11819.y + break2_g11819.y + break2_g11819.z ) / 6.0 ) ); float4 appendResult29_g11817 = (float4(( ( hsvTorgb37_g11817 * pow( saferPower24_g11817 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11817).rgb ) , temp_output_1_0_g11817.a)); float4 staticSwitch34_g11812 = appendResult29_g11817; #else float4 staticSwitch34_g11812 = staticSwitch32_g11812; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11813 = staticSwitch34_g11812; float3 temp_output_57_0_g11813 = (temp_output_1_0_g11813).rgb; float4 break2_g11815 = temp_output_1_0_g11813; float3 temp_cast_69 = (( ( break2_g11815.x + break2_g11815.x + break2_g11815.y + break2_g11815.y + break2_g11815.y + break2_g11815.z ) / 6.0 )).xxx; float3 lerpResult92_g11813 = lerp( temp_cast_69 , temp_output_57_0_g11813 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; float3 rotatedValue69_g11813 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11812 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g11813 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11813 = clamp( ( ( ( sin( ( rotatedValue69_g11813.x - ( temp_output_40_0_g11812 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11813 ) ) / temp_output_103_0_g11813 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11814 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11813 = ( _ShineFade * ( tex2DNode3_g11814.r * tex2DNode3_g11814.a ) ); #else float staticSwitch98_g11813 = _ShineFade; #endif float4 appendResult8_g11813 = (float4(( temp_output_57_0_g11813 + ( ( pow( max( lerpResult92_g11813 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11813 * staticSwitch98_g11813 ) ) , (temp_output_1_0_g11813).a)); float4 staticSwitch36_g11812 = appendResult8_g11813; #else float4 staticSwitch36_g11812 = staticSwitch34_g11812; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11848 = temp_output_40_0_g11812; float linValue16_g11850 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11848 * _PoisonNoiseSpeed ) + temp_output_41_0_g11812 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11850 = MyCustomExpression16_g11850( linValue16_g11850 ); float3 temp_output_24_0_g11848 = (_PoisonColor).rgb; float4 temp_output_1_0_g11848 = staticSwitch36_g11812; float3 temp_output_28_0_g11848 = (temp_output_1_0_g11848).rgb; float4 break2_g11849 = float4( temp_output_28_0_g11848 , 0.0 ); float3 lerpResult32_g11848 = lerp( temp_output_28_0_g11848 , ( temp_output_24_0_g11848 * ( ( break2_g11849.x + break2_g11849.x + break2_g11849.y + break2_g11849.y + break2_g11849.y + break2_g11849.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11848 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11850 + ( temp_output_41_0_g11848 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11848 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11848 ) , temp_output_1_0_g11848.a)); float4 staticSwitch39_g11812 = appendResult27_g11848; #else float4 staticSwitch39_g11812 = staticSwitch36_g11812; #endif float4 temp_output_10_0_g11852 = staticSwitch39_g11812; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11852 = (temp_output_10_0_g11852).rgb; float2 temp_output_2_0_g11852 = temp_output_41_0_g11812; float temp_output_1_0_g11852 = temp_output_40_0_g11812; float2 temp_output_6_0_g11852 = ( temp_output_1_0_g11852 * _EnchantedSpeed ); float linValue16_g11855 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11852 - ( ( temp_output_6_0_g11852 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11855 = MyCustomExpression16_g11855( linValue16_g11855 ); float linValue16_g11853 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11852 + temp_output_2_0_g11852 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11853 = MyCustomExpression16_g11853( linValue16_g11853 ); float temp_output_36_0_g11852 = ( localMyCustomExpression16_g11855 + localMyCustomExpression16_g11853 ); float temp_output_43_0_g11852 = ( temp_output_36_0_g11852 * 0.5 ); float3 lerpResult42_g11852 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11852); float3 hsvTorgb53_g11852 = HSVToRGB( float3(( ( temp_output_43_0_g11852 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11852 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11852 = hsvTorgb53_g11852; #else float3 staticSwitch50_g11852 = lerpResult42_g11852; #endif float4 break2_g11854 = temp_output_10_0_g11852; float3 temp_output_40_0_g11852 = ( staticSwitch50_g11852 * pow( max( ( ( break2_g11854.x + break2_g11854.x + break2_g11854.y + break2_g11854.y + break2_g11854.y + break2_g11854.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11852 = ( max( ( temp_output_36_0_g11852 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11852 = lerp( temp_output_12_0_g11852 , temp_output_40_0_g11852 , temp_output_45_0_g11852); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11852 = lerpResult44_g11852; #else float3 staticSwitch47_g11852 = ( temp_output_12_0_g11852 + ( temp_output_40_0_g11852 * temp_output_45_0_g11852 ) ); #endif float4 appendResult19_g11852 = (float4(staticSwitch47_g11852 , temp_output_10_0_g11852.a)); float4 staticSwitch11_g11852 = appendResult19_g11852; #else float4 staticSwitch11_g11852 = temp_output_10_0_g11852; #endif float4 temp_output_1_0_g11857 = staticSwitch11_g11852; #ifdef _ENABLESHIFTING_ON float4 break5_g11857 = temp_output_1_0_g11857; float3 appendResult32_g11857 = (float3(break5_g11857.r , break5_g11857.g , break5_g11857.b)); float4 break2_g11858 = temp_output_1_0_g11857; float temp_output_4_0_g11857 = ( ( break2_g11858.x + break2_g11858.x + break2_g11858.y + break2_g11858.y + break2_g11858.y + break2_g11858.z ) / 6.0 ); float temp_output_11_0_g11857 = ( ( ( temp_output_4_0_g11857 + ( temp_output_40_0_g11812 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11857 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11857 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11857 = HSVToRGB( float3(temp_output_11_0_g11857,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11857 = hsvTorgb12_g11857; #else float3 staticSwitch26_g11857 = ( lerpResult20_g11857 * _ShiftingBrightness ); #endif float3 lerpResult31_g11857 = lerp( appendResult32_g11857 , ( staticSwitch26_g11857 * pow( max( temp_output_4_0_g11857 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); float4 appendResult6_g11857 = (float4(lerpResult31_g11857 , break5_g11857.a)); float4 staticSwitch33_g11857 = appendResult6_g11857; #else float4 staticSwitch33_g11857 = temp_output_1_0_g11857; #endif float4 temp_output_5_0_g11864 = staticSwitch33_g11857; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11864 = temp_output_5_0_g11864; float3 appendResult11_g11864 = (float3(break6_g11864.r , break6_g11864.g , break6_g11864.b)); float temp_output_27_0_g11864 = temp_output_40_0_g11812; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11864 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11864 ) ); #else float2 staticSwitch73_g11864 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11864 = ( ( _TextureLayer1Scale * temp_output_41_0_g11812 ) - staticSwitch73_g11864 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11865 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11864 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11865 = _TextureLayer1Columns; int Height10_g11865 = _TextureLayer1Rows; float Tile10_g11865 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11864 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11865 = float2( 0,1 ); float2 localMyCustomExpression10_g11865 = MyCustomExpression10_g11865( UV10_g11865 , Width10_g11865 , Height10_g11865 , Tile10_g11865 , Invert10_g11865 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11864 = localMyCustomExpression10_g11865; #else float2 staticSwitch20_g11864 = temp_output_72_0_g11864; #endif float4 tex2DNode3_g11864 = tex2D( _TextureLayer1Texture, staticSwitch20_g11864 ); float3 appendResult13_g11864 = (float3(tex2DNode3_g11864.r , tex2DNode3_g11864.g , tex2DNode3_g11864.b)); float3 appendResult18_g11864 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11864 = ( appendResult13_g11864 * appendResult18_g11864 ); float4 break2_g11866 = temp_output_5_0_g11864; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11864 = ( pow( max( ( ( break2_g11866.x + break2_g11866.x + break2_g11866.y + break2_g11866.y + break2_g11866.y + break2_g11866.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11864 ); #else float3 staticSwitch80_g11864 = temp_output_16_0_g11864; #endif float3 lerpResult12_g11864 = lerp( appendResult11_g11864 , staticSwitch80_g11864 , ( tex2DNode3_g11864.a * _TextureLayer1Fade )); float4 appendResult14_g11864 = (float4(lerpResult12_g11864 , break6_g11864.a)); float4 staticSwitch15_g11864 = appendResult14_g11864; #else float4 staticSwitch15_g11864 = temp_output_5_0_g11864; #endif float4 temp_output_5_0_g11860 = staticSwitch15_g11864; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11860 = temp_output_5_0_g11860; float3 appendResult11_g11860 = (float3(break6_g11860.r , break6_g11860.g , break6_g11860.b)); float temp_output_27_0_g11860 = temp_output_40_0_g11812; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11860 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11860 ) ); #else float2 staticSwitch73_g11860 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11860 = ( ( _TextureLayer2Scale * temp_output_41_0_g11812 ) - staticSwitch73_g11860 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11861 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11860 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11861 = _TextureLayer2Columns; int Height10_g11861 = _TextureLayer2Rows; float Tile10_g11861 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11860 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11861 = float2( 0,1 ); float2 localMyCustomExpression10_g11861 = MyCustomExpression10_g11861( UV10_g11861 , Width10_g11861 , Height10_g11861 , Tile10_g11861 , Invert10_g11861 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11860 = localMyCustomExpression10_g11861; #else float2 staticSwitch20_g11860 = temp_output_72_0_g11860; #endif float4 tex2DNode3_g11860 = tex2D( _TextureLayer2Texture, staticSwitch20_g11860 ); float3 appendResult13_g11860 = (float3(tex2DNode3_g11860.r , tex2DNode3_g11860.g , tex2DNode3_g11860.b)); float3 appendResult18_g11860 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11860 = ( appendResult13_g11860 * appendResult18_g11860 ); float4 break2_g11862 = temp_output_5_0_g11860; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11860 = ( pow( max( ( ( break2_g11862.x + break2_g11862.x + break2_g11862.y + break2_g11862.y + break2_g11862.y + break2_g11862.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11860 ); #else float3 staticSwitch84_g11860 = temp_output_16_0_g11860; #endif float3 lerpResult12_g11860 = lerp( appendResult11_g11860 , staticSwitch84_g11860 , ( tex2DNode3_g11860.a * _TextureLayer2Fade )); float4 appendResult14_g11860 = (float4(lerpResult12_g11860 , break6_g11860.a)); float4 staticSwitch15_g11860 = appendResult14_g11860; #else float4 staticSwitch15_g11860 = temp_output_5_0_g11860; #endif float4 temp_output_473_0 = staticSwitch15_g11860; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11868 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11868; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11869 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )); float4 appendResult5_g11869 = (float4(break4_g11869.r , break4_g11869.g , break4_g11869.b , ( break4_g11869.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11869; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11870 = staticSwitch75; float4 temp_output_1_0_g11871 = temp_output_1_0_g11870; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11871 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11870 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11872 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11870 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11872 = MyCustomExpression16_g11872( linValue16_g11872 ); float clampResult17_g11871 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11871 ) ) - localMyCustomExpression16_g11872 ) / temp_output_53_0_g11871 ) , 0.0 , 1.0 ); float4 appendResult3_g11871 = (float4((temp_output_1_0_g11871).rgb , ( temp_output_1_0_g11871.a * clampResult17_g11871 ))); float4 staticSwitch3_g11870 = appendResult3_g11871; #else float4 staticSwitch3_g11870 = temp_output_1_0_g11870; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11880 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11870 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11880 = MyCustomExpression16_g11880( linValue16_g11880 ); float temp_output_5_0_g11879 = localMyCustomExpression16_g11880; float temp_output_61_0_g11879 = step( temp_output_5_0_g11879 , _FullGlowDissolveFade ); float temp_output_53_0_g11879 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11879 = staticSwitch3_g11870; float4 appendResult3_g11879 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11879 - step( temp_output_5_0_g11879 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11879 ) ) - temp_output_53_0_g11879 ) ) ) ) + (temp_output_1_0_g11879).rgb ) , ( temp_output_1_0_g11879.a * temp_output_61_0_g11879 ))); float4 staticSwitch5_g11870 = appendResult3_g11879; #else float4 staticSwitch5_g11870 = staticSwitch3_g11870; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11881 = staticSwitch5_g11870; float2 temp_output_76_0_g11881 = temp_output_18_0_g11870; float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11881 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); float clampResult17_g11881 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11881 ) + ( localMyCustomExpression16_g11882 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11881 ) ):( clampResult17_g11881 )) ))); float4 staticSwitch8_g11870 = appendResult3_g11881; #else float4 staticSwitch8_g11870 = staticSwitch5_g11870; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11877 = temp_output_18_0_g11870; float linValue16_g11878 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11877 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11878 = MyCustomExpression16_g11878( linValue16_g11878 ); float temp_output_65_0_g11877 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11877 ) + ( localMyCustomExpression16_g11878 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11877 = step( temp_output_65_0_g11877 , _SourceGlowDissolveFade ); float temp_output_76_0_g11877 = step( temp_output_65_0_g11877 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11877 = staticSwitch8_g11870; float4 appendResult3_g11877 = (float4(( ( max( ( temp_output_75_0_g11877 - temp_output_76_0_g11877 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11877).rgb ) , ( temp_output_1_0_g11877.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11877 ) ):( temp_output_75_0_g11877 )) ))); float4 staticSwitch9_g11870 = appendResult3_g11877; #else float4 staticSwitch9_g11870 = staticSwitch8_g11870; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11873 = staticSwitch9_g11870; float2 temp_output_161_0_g11873 = temp_output_18_0_g11870; float3 rotatedValue136_g11873 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11873 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11873 = rotatedValue136_g11873; float linValue16_g11874 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11873 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11874 = MyCustomExpression16_g11874( linValue16_g11874 ); float clampResult154_g11873 = clamp( ( ( break130_g11873.x + break130_g11873.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11874 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11873 = (float4((temp_output_1_0_g11873).rgb , ( temp_output_1_0_g11873.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11873 ) ):( clampResult154_g11873 )) ))); float4 staticSwitch11_g11870 = appendResult3_g11873; #else float4 staticSwitch11_g11870 = staticSwitch9_g11870; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11875 = temp_output_18_0_g11870; float3 rotatedValue136_g11875 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11875 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11875 = rotatedValue136_g11875; float linValue16_g11876 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11875 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11876 = MyCustomExpression16_g11876( linValue16_g11876 ); float temp_output_168_0_g11875 = max( ( ( break130_g11875.x + break130_g11875.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11876 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11875 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11875 ) ):( temp_output_168_0_g11875 )) ); float4 temp_output_1_0_g11875 = staticSwitch11_g11870; float clampResult154_g11875 = clamp( temp_output_161_0_g11875 , 0.0 , 1.0 ); float4 appendResult3_g11875 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11875 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11875 ) ):( temp_output_168_0_g11875 )) ) ) ) + (temp_output_1_0_g11875).rgb ) , ( temp_output_1_0_g11875.a * clampResult154_g11875 ))); float4 staticSwitch15_g11870 = appendResult3_g11875; #else float4 staticSwitch15_g11870 = staticSwitch11_g11870; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11883 = staticSwitch15_g11870; float2 temp_output_126_0_g11883 = temp_output_18_0_g11870; float temp_output_121_0_g11883 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11883 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11884 = (float2(temp_output_121_0_g11883 , temp_output_121_0_g11883)); float temp_output_17_0_g11884 = length( ( (( ( abs( temp_output_126_0_g11883 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11884 ) ); float clampResult17_g11883 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11884 ) / fwidth( temp_output_17_0_g11884 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11883 ) ):( clampResult17_g11883 )) ))); float4 staticSwitch13_g11870 = appendResult3_g11883; #else float4 staticSwitch13_g11870 = staticSwitch15_g11870; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11886 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11886 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11886 = ( temp_output_3_0_g11886 * ( (tex2DNode19_g11886).rgb * tex2DNode19_g11886.a ) ); #else float3 staticSwitch16_g11886 = temp_output_3_0_g11886; #endif float4 temp_output_1_0_g11886 = staticSwitch13_g11870; float4 break2_g11888 = temp_output_1_0_g11886; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11886 = ( staticSwitch16_g11886 * pow( max( ( ( break2_g11888.x + break2_g11888.x + break2_g11888.y + break2_g11888.y + break2_g11888.y + break2_g11888.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else float3 staticSwitch17_g11886 = staticSwitch16_g11886; #endif float4 appendResult6_g11886 = (float4(( ( staticSwitch17_g11886 * _AddColorFade ) + (temp_output_1_0_g11886).rgb ) , temp_output_1_0_g11886.a)); float4 staticSwitch5_g11885 = appendResult6_g11886; #else float4 staticSwitch5_g11885 = staticSwitch13_g11870; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11889 = staticSwitch5_g11885; float3 lerpResult4_g11889 = lerp( (temp_output_1_0_g11889).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11889.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11889.a ) * _AlphaTintFade )); float4 appendResult13_g11889 = (float4(lerpResult4_g11889 , temp_output_1_0_g11889.a)); float4 staticSwitch11_g11885 = appendResult13_g11889; #else float4 staticSwitch11_g11885 = staticSwitch5_g11885; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11890 = staticSwitch11_g11885; float3 temp_output_6_0_g11890 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11890 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11890 = ( temp_output_6_0_g11890 * ( (tex2DNode23_g11890).rgb * tex2DNode23_g11890.a ) ); #else float3 staticSwitch21_g11890 = temp_output_6_0_g11890; #endif float4 break2_g11892 = temp_output_1_0_g11890; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11890 = ( pow( max( ( ( break2_g11892.x + break2_g11892.x + break2_g11892.y + break2_g11892.y + break2_g11892.y + break2_g11892.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11890 ); #else float3 staticSwitch22_g11890 = staticSwitch21_g11890; #endif float3 lerpResult7_g11890 = lerp( (temp_output_1_0_g11890).rgb , staticSwitch22_g11890 , _StrongTintFade); float4 appendResult9_g11890 = (float4(lerpResult7_g11890 , (temp_output_1_0_g11890).a)); float4 staticSwitch7_g11885 = appendResult9_g11890; #else float4 staticSwitch7_g11885 = staticSwitch11_g11885; #endif float4 temp_output_2_0_g11893 = staticSwitch7_g11885; #ifdef _ENABLESHADOW_ON float4 break4_g11895 = temp_output_2_0_g11893; float3 appendResult5_g11895 = (float3(break4_g11895.r , break4_g11895.g , break4_g11895.b)); float2 appendResult10_g11894 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 appendResult2_g11894 = (float2(1.0 , ( _MainTex_TexelSize.z / _MainTex_TexelSize.w ))); #ifdef _RESIZABLETEXTURE_ON float2 staticSwitch9_g11894 = appendResult2_g11894; #else float2 staticSwitch9_g11894 = ( float2( 100,100 ) / appendResult10_g11894 ); #endif float4 appendResult85_g11893 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( staticSwitch9_g11894 * _ShadowOffset ) ) ).a ))); float4 break6_g11895 = appendResult85_g11893; float3 appendResult7_g11895 = (float3(break6_g11895.r , break6_g11895.g , break6_g11895.b)); float temp_output_11_0_g11895 = ( ( 1.0 - break4_g11895.a ) * break6_g11895.a ); float temp_output_32_0_g11895 = ( break4_g11895.a + temp_output_11_0_g11895 ); float4 appendResult18_g11895 = (float4(( ( ( appendResult5_g11895 * break4_g11895.a ) + ( appendResult7_g11895 * temp_output_11_0_g11895 ) ) * ( 1.0 / max( temp_output_32_0_g11895 , 0.01 ) ) ) , temp_output_32_0_g11895)); float4 staticSwitch82_g11893 = appendResult18_g11895; #else float4 staticSwitch82_g11893 = temp_output_2_0_g11893; #endif float4 break4_g11896 = staticSwitch82_g11893; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11754 = 1.0; #else float staticSwitch8_g11754 = IN.color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11754 = 1.0; #else float staticSwitch9_g11754 = staticSwitch8_g11754; #endif float customVertexAlpha193 = staticSwitch9_g11754; float4 appendResult5_g11896 = (float4(break4_g11896.r , break4_g11896.g , break4_g11896.b , ( break4_g11896.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11896; float4 temp_output_1_0_g11898 = temp_output_344_0; float4 appendResult8_g11898 = (float4(( (temp_output_1_0_g11898).rgb * (IN.color).rgb ) , temp_output_1_0_g11898.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11898; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11904 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11904 = (float4(( (temp_output_7_0_g11904).rgb / max( temp_output_7_0_g11904.a , 1E-05 ) ) , temp_output_7_0_g11904.a)); float4 staticSwitch6_g11904 = appendResult2_g11904; #else float4 staticSwitch6_g11904 = temp_output_7_0_g11904; #endif fixed4 c = staticSwitch6_g11904; c.rgb *= c.a; return c; } ENDCG } } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" Fallback Off } /*ASEBEGIN 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;1839.482,-2552.931;Inherit;False;_HologramUV;210;;11673;7c71b1b031ffcbe48805e17b94671163;0;7;77;FLOAT;0;False;55;FLOAT;0;False;76;SAMPLER2D;;False;37;FLOAT2;0,0;False;39;SAMPLER2D;;False;81;FLOAT;0;False;79;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;2400.558,-2511.178;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;2413.1,-2367.982;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;2375.652,-2434.015;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, 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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-1036.103,27.02582;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable 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Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;3266.866,-2134.612;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;486;4222.693,-2046.305;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;381;5159.958,-1852.951;Inherit;False;377;spriteRectMax;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;380;5166.152,-1941.533;Inherit;False;376;spriteRectMin;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;6361.842,-2067.504;Inherit;False;460;originalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1400.383,-493.8317;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable 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