// Made with Amplify Shader Editor v1.9.9.3 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/2D Lit URP SSU" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _MainTex( "MainTex", 2D ) = "white" {} _MaskMap( "Mask Map", 2D ) = "white" {} _MaskBrightness( "Mask Brightness", Float ) = 1 _NormalMap( "Normal Map", 2D ) = "bump" {} _NormalIntensity( "Normal Intensity", Float ) = 1 [Toggle( _VERTEXTINTFIRST_ON )] _VertexTintFirst( "Vertex Tint First", Float ) = 0 [Toggle( _PIXELPERFECTSPACE_ON )] _PixelPerfectSpace( "Pixel Perfect Space", Float ) = 0 [Toggle( _PIXELPERFECTUV_ON )] _PixelPerfectUV( "Pixel Perfect UV", Float ) = 0 [Toggle( _SPRITESHEETFIX_ON )] _SpriteSheetFix( "Sprite Sheet Fix", Float ) = 0 _SpriteSheetRect( "Sprite Sheet Rect", Vector ) = ( 0, 0, 1, 1 ) [Toggle( _TILINGFIX_ON )] _TilingFix( "Tiling Fix", Float ) = 0 [Toggle( _BAKEDMATERIAL_ON )] _BakedMaterial( "Baked Material", Float ) = 0 [KeywordEnum( UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen )] _ShaderSpace( "Shader Space", Float ) = 0 _PixelsPerUnit( "Pixels Per Unit", Float ) = 100 _ScreenWidthUnits( "Screen Width Units", Float ) = 10 _RectWidth( "Rect Width", Float ) = 100 _RectHeight( "Rect Height", Float ) = 100 [KeywordEnum( None,Full,Mask,Dissolve,Spread )] _ShaderFading( "Shader Fading", Float ) = 0 _FadingFade( "Fading: Fade", Range( 0, 1 ) ) = 1 _FadingPosition( "Fading: Position", Vector ) = ( 0, 0, 0, 0 ) _FadingWidth( "Fading: Width", Float ) = 0.3 _FadingNoiseFactor( "Fading: Noise Factor", Float ) = 0.2 _FadingNoiseScale( "Fading: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _FadingMask( "Fading: Mask", 2D ) = "white" {} [Toggle( _TOGGLEUNSCALEDTIME_ON )] _ToggleUnscaledTime( "Toggle: Unscaled Time", Float ) = 0 [Toggle( _TOGGLECUSTOMTIME_ON )] _ToggleCustomTime( "Toggle: Custom Time", Float ) = 0 _TimeValue( "Time: Value", Float ) = 0 [Toggle( _TOGGLETIMESPEED_ON )] _ToggleTimeSpeed( "Toggle: Time Speed", Float ) = 0 _TimeSpeed( "Time: Speed", Float ) = 1 [Toggle( _TOGGLETIMEFPS_ON )] _ToggleTimeFPS( "Toggle: Time FPS", Float ) = 0 _TimeFPS( "Time: FPS", Float ) = 5 [Toggle( _TOGGLETIMEFREQUENCY_ON )] _ToggleTimeFrequency( "Toggle: Time Frequency", Float ) = 0 _TimeFrequency( "Time: Frequency", Float ) = 2 _TimeRange( "Time: Range", Float ) = 0.5 _UberNoiseTexture( "Uber Noise Texture", 2D ) = "white" {} [Toggle( _ENABLESTRONGTINT_ON )] _EnableStrongTint( "Enable Strong Tint", Float ) = 0 _StrongTintFade( "Strong Tint: Fade", Range( 0, 1 ) ) = 1 [HDR][NoAlpha] _StrongTintTint( "Strong Tint: Tint", Color ) = ( 1, 1, 1, 1 ) [Toggle( _STRONGTINTCONTRASTTOGGLE_ON )] _StrongTintContrastToggle( "Strong Tint: Contrast Toggle", Float ) = 0 _StrongTintContrast( "Strong Tint: Contrast", Float ) = 0 [Toggle( _STRONGTINTMASKTOGGLE_ON )] _StrongTintMaskToggle( "Strong Tint: Mask Toggle", Float ) = 0 _StrongTintMask( "Strong Tint: Mask", 2D ) = "white" {} [Toggle( _ENABLEADDCOLOR_ON )] _EnableAddColor( "Enable Add Color", Float ) = 0 _AddColorFade( "Add Color: Fade", Range( 0, 1 ) ) = 1 [HDR] _AddColorColor( "Add Color: Color", Color ) = ( 2.996078, 0, 0, 0 ) [Toggle( _ADDCOLORCONTRASTTOGGLE_ON )] _AddColorContrastToggle( "Add Color: Contrast Toggle", Float ) = 0 _AddColorContrast( "Add Color: Contrast", Float ) = 0.5 [Toggle( _ADDCOLORMASKTOGGLE_ON )] _AddColorMaskToggle( "Add Color: Mask Toggle", Float ) = 0 _AddColorMask( "Add Color: Mask", 2D ) = "white" {} [Toggle( _ENABLEALPHATINT_ON )] _EnableAlphaTint( "Enable Alpha Tint", Float ) = 0 _AlphaTintFade( "Alpha Tint: Fade", Range( 0, 1 ) ) = 1 [HDR] _AlphaTintColor( "Alpha Tint: Color", Color ) = ( 95.87451, 5.019608, 95.87451, 0 ) _AlphaTintMinAlpha( "Alpha Tint: Min Alpha", Range( 0, 1 ) ) = 0.02 [Toggle( _ENABLESHADOW_ON )] _EnableShadow( "Enable Shadow", Float ) = 0 _ShadowFade( "Shadow: Fade", Range( 0, 1 ) ) = 1 _ShadowOffset( "Shadow: Offset", Vector ) = ( 0.05, -0.05, 0, 0 ) _ShadowColor( "Shadow: Color", Color ) = ( 0, 0, 0, 0 ) [Toggle( _ENABLEBRIGHTNESS_ON )] _EnableBrightness( "Enable Brightness", Float ) = 0 _Brightness( "Brightness", Float ) = 1 [Toggle( _ENABLECONTRAST_ON )] _EnableContrast( "Enable Contrast", Float ) = 0 _Contrast( "Contrast", Float ) = 1 [Toggle( _ENABLESATURATION_ON )] _EnableSaturation( "Enable Saturation", Float ) = 0 _Saturation( "Saturation", Float ) = 1 [Toggle( _ENABLEHUE_ON )] _EnableHue( "Enable Hue", Float ) = 0 _Hue( "Hue", Range( -1, 1 ) ) = 0 [Toggle( _ENABLERECOLORRGB_ON )] _EnableRecolorRGB( "Enable Recolor RGB", Float ) = 0 _RecolorRGBFade( "Recolor RGB: Fade", Range( 0, 1 ) ) = 1 [HDR] _RecolorRGBRedTint( "Recolor RGB: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBGreenTint( "Recolor RGB: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBBlueTint( "Recolor RGB: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [Toggle( _RECOLORRGBTEXTURETOGGLE_ON )] _RecolorRGBTextureToggle( "Recolor RGB: Texture Toggle", Float ) = 0 _RecolorRGBTexture( "Recolor RGB: Texture", 2D ) = "white" {} [Toggle( _ENABLERECOLORRGBYCP_ON )] _EnableRecolorRGBYCP( "Enable Recolor RGBYCP", Float ) = 0 _RecolorRGBYCPFade( "Recolor RGBYCP: Fade", Range( 0, 1 ) ) = 1 [HDR] _RecolorRGBYCPRedTint( "Recolor RGBYCP: Red Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPYellowTint( "Recolor RGBYCP: Yellow Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPGreenTint( "Recolor RGBYCP: Green Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPCyanTint( "Recolor RGBYCP: Cyan Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPBlueTint( "Recolor RGBYCP: Blue Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [HDR] _RecolorRGBYCPPurpleTint( "Recolor RGBYCP: Purple Tint", Color ) = ( 1, 1, 1, 0.5019608 ) [Toggle( _RECOLORRGBYCPTEXTURETOGGLE_ON )] _RecolorRGBYCPTextureToggle( "Recolor RGBYCP: Texture Toggle", Float ) = 0 _RecolorRGBYCPTexture( "Recolor RGBYCP: Texture", 2D ) = "white" {} [Toggle( _ENABLEINNEROUTLINE_ON )] _EnableInnerOutline( "Enable Inner Outline", Float ) = 0 _InnerOutlineFade( "Inner Outline: Fade", Range( 0, 1 ) ) = 1 [HDR] _InnerOutlineColor( "Inner Outline: Color", Color ) = ( 11.98431, 1.254902, 1.254902, 1 ) _InnerOutlineWidth( "Inner Outline: Width", Float ) = 0.02 [Toggle( _INNEROUTLINEDISTORTIONTOGGLE_ON )] _InnerOutlineDistortionToggle( "Inner Outline: Distortion Toggle", Float ) = 0 _InnerOutlineDistortionIntensity( "Inner Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) _InnerOutlineNoiseScale( "Inner Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) _InnerOutlineNoiseSpeed( "Inner Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) [Toggle( _INNEROUTLINETEXTURETOGGLE_ON )] _InnerOutlineTextureToggle( "Inner Outline: Texture Toggle", Float ) = 0 _InnerOutlineTintTexture( "Inner Outline: Tint Texture", 2D ) = "white" {} _InnerOutlineTextureSpeed( "Inner Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) [Toggle( _INNEROUTLINEOUTLINEONLYTOGGLE_ON )] _InnerOutlineOutlineOnlyToggle( "Inner Outline: Outline Only Toggle", Float ) = 0 [Toggle( _ENABLEOUTEROUTLINE_ON )] _EnableOuterOutline( "Enable Outer Outline", Float ) = 0 _OuterOutlineFade( "Outer Outline: Fade", Range( 0, 1 ) ) = 1 [HDR] _OuterOutlineColor( "Outer Outline: Color", Color ) = ( 0, 0, 0, 1 ) _OuterOutlineWidth( "Outer Outline: Width", Float ) = 0.04 [Toggle( _OUTEROUTLINEDISTORTIONTOGGLE_ON )] _OuterOutlineDistortionToggle( "Outer Outline: Distortion Toggle", Float ) = 0 _OuterOutlineDistortionIntensity( "Outer Outline: Distortion Intensity", Vector ) = ( 0.01, 0.01, 0, 0 ) _OuterOutlineNoiseScale( "Outer Outline: Noise Scale", Vector ) = ( 4, 4, 0, 0 ) _OuterOutlineNoiseSpeed( "Outer Outline: Noise Speed", Vector ) = ( 0, 0.1, 0, 0 ) [Toggle( _OUTEROUTLINETEXTURETOGGLE_ON )] _OuterOutlineTextureToggle( "Outer Outline: Texture Toggle", Float ) = 0 _OuterOutlineTintTexture( "Outer Outline: Tint Texture", 2D ) = "white" {} _OuterOutlineTextureSpeed( "Outer Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) [Toggle( _OUTEROUTLINEOUTLINEONLYTOGGLE_ON )] _OuterOutlineOutlineOnlyToggle( "Outer Outline: Outline Only Toggle", Float ) = 0 [Toggle( _ENABLEPIXELOUTLINE_ON )] _EnablePixelOutline( "Enable Pixel Outline", Float ) = 0 _PixelOutlineFade( "Pixel Outline: Fade", Range( 0, 1 ) ) = 1 [HDR] _PixelOutlineColor( "Pixel Outline: Color", Color ) = ( 0, 0, 0, 1 ) _PixelOutlineWidth( "Pixel Outline: Width", Float ) = 1 _PixelOutlineAlphaLimit( "Pixel Outline: Alpha Limit", Range( 0, 1 ) ) = 0.5 [Toggle( _PIXELOUTLINETEXTURETOGGLE_ON )] _PixelOutlineTextureToggle( "Pixel Outline: Texture Toggle", Float ) = 0 _PixelOutlineTintTexture( "Pixel Outline: Tint Texture", 2D ) = "white" {} _PixelOutlineTextureSpeed( "Pixel Outline: Texture Speed", Vector ) = ( 0.5, 0, 0, 0 ) [Toggle( _PIXELOUTLINEOUTLINEONLYTOGGLE_ON )] _PixelOutlineOutlineOnlyToggle( "Pixel Outline: Outline Only Toggle", Float ) = 0 [Toggle( _ENABLEADDHUE_ON )] _EnableAddHue( "Enable Add Hue", Float ) = 0 _AddHueFade( "Add Hue: Fade", Range( 0, 1 ) ) = 1 _AddHueSpeed( "Add Hue: Speed", Float ) = 1 _AddHueBrightness( "Add Hue: Brightness", Float ) = 2 _AddHueSaturation( "Add Hue: Saturation", Range( 0, 1 ) ) = 1 _AddHueContrast( "Add Hue: Contrast", Float ) = 0.5 [Toggle( _ADDHUEMASKTOGGLE_ON )] _AddHueMaskToggle( "Add Hue: Mask Toggle", Float ) = 0 _AddHueMask( "Add Hue: Mask", 2D ) = "white" {} [Toggle( _ENABLEPINGPONGGLOW_ON )] _EnablePingPongGlow( "Enable Ping-Pong Glow", Float ) = 0 _PingPongGlowFade( "Ping-Pong Glow: Fade", Range( 0, 1 ) ) = 1 [HDR] _PingPongGlowFrom( "Ping-Pong Glow: From", Color ) = ( 5.992157, 0.1882353, 0.1882353, 0 ) [HDR] _PingPongGlowTo( "Ping-Pong Glow: To", Color ) = ( 0.1882353, 0.1882353, 5.992157, 0 ) _PingPongGlowFrequency( "Ping-Pong Glow: Frequency", Float ) = 3 _PingPongGlowContrast( "Ping-Pong Glow: Contrast", Float ) = 1 [Toggle( _ENABLESHIFTHUE_ON )] _EnableShiftHue( "Enable Shift Hue", Float ) = 0 _ShiftHueSpeed( "Shift Hue: Speed", Float ) = 0.5 [Toggle( _ENABLEINKSPREAD_ON )] _EnableInkSpread( "Enable Ink Spread", Float ) = 0 _InkSpreadFade( "Ink Spread: Fade", Range( 0, 1 ) ) = 1 [HDR] _InkSpreadColor( "Ink Spread: Color", Color ) = ( 8.47419, 5.013525, 0.08873497, 0 ) _InkSpreadContrast( "Ink Spread: Contrast", Float ) = 2 _InkSpreadDistance( "Ink Spread: Distance", Float ) = 3 _InkSpreadPosition( "Ink Spread: Position", Vector ) = ( 0.5, -1, 0, 0 ) _InkSpreadWidth( "Ink Spread: Width", Float ) = 0.2 _InkSpreadNoiseScale( "Ink Spread: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) _InkSpreadNoiseFactor( "Ink Spread: Noise Factor", Float ) = 0.5 [Toggle( _ENABLEBLACKTINT_ON )] _EnableBlackTint( "Enable Black Tint", Float ) = 0 _BlackTintFade( "Black Tint: Fade", Range( 0, 1 ) ) = 1 [HDR] _BlackTintColor( "Black Tint: Color", Color ) = ( 0, 0, 1, 0 ) _BlackTintPower( "Black Tint: Power", Float ) = 4 [Toggle( _ENABLESINEGLOW_ON )] _EnableSineGlow( "Enable Sine Glow", Float ) = 0 _SineGlowFade( "Sine Glow: Fade", Range( 0, 1 ) ) = 1 [HDR] _SineGlowColor( "Sine Glow: Color", Color ) = ( 0, 2.007843, 2.996078, 0 ) _SineGlowContrast( "Sine Glow: Contrast", Float ) = 1 _SineGlowFrequency( "Sine Glow: Frequency", Float ) = 4 _SineGlowMin( "Sine Glow: Min", Float ) = 0 _SineGlowMax( "Sine Glow: Max", Float ) = 1 [Toggle( _SINEGLOWMASKTOGGLE_ON )] _SineGlowMaskToggle( "Sine Glow: Mask Toggle", Float ) = 0 _SineGlowMask( "Sine Glow: Mask", 2D ) = "white" {} [Toggle( _ENABLESPLITTONING_ON )] _EnableSplitToning( "Enable Split Toning", Float ) = 0 _SplitToningFade( "Split Toning: Fade", Range( 0, 1 ) ) = 1 [HDR] _SplitToningHighlightsColor( "Split Toning: Highlights Color", Color ) = ( 1, 0.1, 0.1, 0 ) [HDR] _SplitToningShadowsColor( "Split Toning: Shadows Color", Color ) = ( 0.1, 0.4000002, 1, 0 ) _SplitToningContrast( "Split Toning: Contrast", Float ) = 1 _SplitToningBalance( "Split Toning: Balance", Float ) = 1 _SplitToningShift( "Split Toning: Shift", Range( -1, 1 ) ) = 0 [Toggle( _ENABLECOLORREPLACE_ON )] _EnableColorReplace( "Enable Color Replace", Float ) = 0 _ColorReplaceFade( "Color Replace: Fade", Range( 0, 1 ) ) = 1 _ColorReplaceFromColor( "Color Replace: From Color", Color ) = ( 0, 0, 0, 0 ) [HDR] _ColorReplaceToColor( "Color Replace: To Color", Color ) = ( 0, 0, 0.2, 0 ) _ColorReplaceRange( "Color Replace: Range", Float ) = 0.05 _ColorReplaceSmoothness( "Color Replace: Smoothness", Float ) = 0.1 _ColorReplaceContrast( "Color Replace: Contrast", Float ) = 1 [Toggle( _ENABLENEGATIVE_ON )] _EnableNegative( "Enable Negative", Float ) = 0 _NegativeFade( "Negative: Fade", Range( 0, 1 ) ) = 1 [Toggle( _ENABLEHOLOGRAM_ON )] _EnableHologram( "Enable Hologram", Float ) = 0 _HologramFade( "Hologram: Fade", Range( 0, 1 ) ) = 1 [HDR] _HologramTint( "Hologram: Tint", Color ) = ( 0.3137255, 1.662745, 2.996078, 1 ) _HologramContrast( "Hologram: Contrast", Float ) = 1 _HologramLineFrequency( "Hologram: Line Frequency", Float ) = 500 _HologramLineGap( "Hologram: Line Gap", Range( 0, 5 ) ) = 3 _HologramLineSpeed( "Hologram: Line Speed", Float ) = 0.01 _HologramMinAlpha( "Hologram: Min Alpha", Range( 0, 1 ) ) = 0.2 _HologramDistortionOffset( "Hologram: Distortion Offset", Float ) = 0.5 _HologramDistortionSpeed( "Hologram: Distortion Speed", Float ) = 2 _HologramDistortionDensity( "Hologram: Distortion Density", Float ) = 0.5 _HologramDistortionScale( "Hologram: Distortion Scale", Float ) = 10 [Toggle( _ENABLEGLITCH_ON )] _EnableGlitch( "Enable Glitch", Float ) = 0 _GlitchFade( "Glitch: Fade", Range( 0, 1 ) ) = 1 _GlitchMaskMin( "Glitch: Mask Min", Range( 0, 1 ) ) = 0.4 _GlitchMaskScale( "Glitch: Mask Scale", Vector ) = ( 0, 0.2, 0, 0 ) _GlitchMaskSpeed( "Glitch: Mask Speed", Vector ) = ( 0, 4, 0, 0 ) _GlitchHueSpeed( "Glitch: Hue Speed", Float ) = 1 _GlitchBrightness( "Glitch: Brightness", Float ) = 4 _GlitchNoiseScale( "Glitch: Noise Scale", Vector ) = ( 0, 3, 0, 0 ) _GlitchNoiseSpeed( "Glitch: Noise Speed", Vector ) = ( 0, 1, 0, 0 ) _GlitchDistortion( "Glitch: Distortion", Vector ) = ( 0.1, 0, 0, 0 ) _GlitchDistortionScale( "Glitch: Distortion Scale", Vector ) = ( 0, 3, 0, 0 ) _GlitchDistortionSpeed( "Glitch: Distortion Speed", Vector ) = ( 0, 1, 0, 0 ) [Toggle( _ENABLEFROZEN_ON )] _EnableFrozen( "Enable Frozen", Float ) = 0 _FrozenFade( "Frozen: Fade", Range( 0, 1 ) ) = 1 [HDR] _FrozenTint( "Frozen: Tint", Color ) = ( 1.819608, 4.611765, 5.992157, 0 ) _FrozenContrast( "Frozen: Contrast", Float ) = 2 [HDR] _FrozenSnowColor( "Frozen: Snow Color", Color ) = ( 1.123529, 1.373203, 1.498039, 0 ) _FrozenSnowContrast( "Frozen: Snow Contrast", Float ) = 1 _FrozenSnowDensity( "Frozen: Snow Density", Range( 0, 1 ) ) = 0.25 _FrozenSnowScale( "Frozen: Snow Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [HDR] _FrozenHighlightColor( "Frozen: Highlight Color", Color ) = ( 1.797647, 4.604501, 5.992157, 1 ) _FrozenHighlightContrast( "Frozen: Highlight Contrast", Float ) = 2 _FrozenHighlightDensity( "Frozen: Highlight Density", Range( 0, 1 ) ) = 1 _FrozenHighlightSpeed( "Frozen: Highlight Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) _FrozenHighlightScale( "Frozen: Highlight Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _FrozenHighlightDistortion( "Frozen: Highlight Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) _FrozenHighlightDistortionSpeed( "Frozen: Highlight Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) _FrozenHighlightDistortionScale( "Frozen: Highlight Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) [Toggle( _ENABLERAINBOW_ON )] _EnableRainbow( "Enable Rainbow", Float ) = 0 _RainbowFade( "Rainbow: Fade", Range( 0, 1 ) ) = 1 _RainbowBrightness( "Rainbow: Brightness", Float ) = 2 _RainbowSaturation( "Rainbow: Saturation", Range( 0, 1 ) ) = 1 _RainbowContrast( "Rainbow: Contrast", Float ) = 1 _RainbowSpeed( "Rainbow: Speed", Float ) = 1 _RainbowDensity( "Rainbow: Density", Float ) = 0.5 _RainbowCenter( "Rainbow: Center", Vector ) = ( 0, 0, 0, 0 ) _RainbowNoiseScale( "Rainbow: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _RainbowNoiseFactor( "Rainbow: Noise Factor", Float ) = 0.2 [Toggle( _ENABLECAMOUFLAGE_ON )] _EnableCamouflage( "Enable Camouflage", Float ) = 0 _CamouflageFade( "Camouflage: Fade", Range( 0, 1 ) ) = 1 _CamouflageBaseColor( "Camouflage: Base Color", Color ) = ( 0.7450981, 0.7254902, 0.5686275, 0 ) _CamouflageContrast( "Camouflage: Contrast", Float ) = 1 _CamouflageColorA( "Camouflage: Color A", Color ) = ( 0.627451, 0.5882353, 0.4313726, 0 ) _CamouflageDensityA( "Camouflage: Density A", Range( 0, 1 ) ) = 0.4 _CamouflageSmoothnessA( "Camouflage: Smoothness A", Range( 0, 1 ) ) = 0.2 _CamouflageNoiseScaleA( "Camouflage: Noise Scale A", Vector ) = ( 0.25, 0.25, 0, 0 ) _CamouflageColorB( "Camouflage: Color B", Color ) = ( 0.4705882, 0.4313726, 0.3137255, 0 ) _CamouflageDensityB( "Camouflage: Density B", Range( 0, 1 ) ) = 0.4 _CamouflageSmoothnessB( "Camouflage: Smoothness B", Range( 0, 1 ) ) = 0.2 _CamouflageNoiseScaleB( "Camouflage: Noise Scale B", Vector ) = ( 0.25, 0.25, 0, 0 ) [Toggle( _CAMOUFLAGEANIMATIONTOGGLE_ON )] _CamouflageAnimationToggle( "Camouflage: Animation Toggle", Float ) = 0 _CamouflageDistortionSpeed( "Camouflage: Distortion Speed", Vector ) = ( 0.1, 0.1, 0, 0 ) _CamouflageDistortionIntensity( "Camouflage: Distortion Intensity", Vector ) = ( 0.1, 0.1, 0, 0 ) _CamouflageDistortionScale( "Camouflage: Distortion Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEMETAL_ON )] _EnableMetal( "Enable Metal", Float ) = 0 _MetalFade( "Metal: Fade", Range( 0, 1 ) ) = 1 [HDR] _MetalColor( "Metal: Color", Color ) = ( 5.992157, 3.639216, 0.3137255, 1 ) _MetalContrast( "Metal: Contrast", Float ) = 2 [HDR] _MetalHighlightColor( "Metal: Highlight Color", Color ) = ( 5.992157, 3.796078, 0.6588235, 1 ) _MetalHighlightDensity( "Metal: Highlight Density", Range( 0, 1 ) ) = 1 _MetalHighlightContrast( "Metal: Highlight Contrast", Float ) = 2 _MetalNoiseScale( "Metal: Noise Scale", Vector ) = ( 0.25, 0.25, 0, 0 ) _MetalNoiseSpeed( "Metal: Noise Speed", Vector ) = ( 0.05, 0.05, 0, 0 ) _MetalNoiseDistortionScale( "Metal: Noise Distortion Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _MetalNoiseDistortionSpeed( "Metal: Noise Distortion Speed", Vector ) = ( -0.05, -0.05, 0, 0 ) _MetalNoiseDistortion( "Metal: Noise Distortion", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _METALMASKTOGGLE_ON )] _MetalMaskToggle( "Metal: Mask Toggle", Float ) = 0 [NoScaleOffset] _MetalMask( "Metal: Mask", 2D ) = "white" {} [Toggle( _ENABLESHINE_ON )] _EnableShine( "Enable Shine", Float ) = 0 _ShineFade( "Shine: Fade", Range( 0, 1 ) ) = 1 [HDR] _ShineColor( "Shine: Color", Color ) = ( 11.98431, 11.98431, 11.98431, 0 ) _ShineSaturation( "Shine: Saturation", Range( 0, 1 ) ) = 0.5 _ShineContrast( "Shine: Contrast", Float ) = 2 _ShineWidth( "Shine: Width", Float ) = 0.1 _ShineSpeed( "Shine: Speed", Float ) = 5 _ShineRotation( "Shine: Rotation", Range( 0, 360 ) ) = 30 _ShineSmooth( "Shine: Smoothness", Float ) = 1 _ShineFrequency( "Shine: Frequency", Float ) = 0.3 [Toggle( _SHINEMASKTOGGLE_ON )] _ShineMaskToggle( "Shine: Mask Toggle", Float ) = 0 [NoScaleOffset] _ShineMask( "Shine: Mask", 2D ) = "white" {} [Toggle( _ENABLEBURN_ON )] _EnableBurn( "Enable Burn", Float ) = 0 _BurnFade( "Burn: Fade", Range( 0, 1 ) ) = 1 _BurnPosition( "Burn: Position", Vector ) = ( 0, 5, 0, 0 ) _BurnRadius( "Burn: Radius", Float ) = 5 [HDR] _BurnEdgeColor( "Burn: Edge Color", Color ) = ( 11.98431, 1.129412, 0.1254902, 0 ) _BurnWidth( "Burn: Width", Float ) = 0.1 _BurnEdgeNoiseScale( "Burn: Edge Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _BurnEdgeNoiseFactor( "Burn: Edge Noise Factor", Float ) = 0.5 [HDR] _BurnInsideColor( "Burn: Inside Color", Color ) = ( 0.75, 0.5625, 0.525, 0 ) _BurnInsideContrast( "Burn: Inside Contrast", Float ) = 2 [HDR] _BurnInsideNoiseColor( "Burn: Inside Noise Color", Color ) = ( 3084.047, 257.0039, 0, 0 ) _BurnInsideNoiseFactor( "Burn: Inside Noise Factor", Float ) = 0.2 _BurnInsideNoiseScale( "Burn: Inside Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) _BurnSwirlFactor( "Burn: Swirl Factor", Float ) = 1 _BurnSwirlNoiseScale( "Burn: Swirl Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _ENABLEPOISON_ON )] _EnablePoison( "Enable Poison", Float ) = 0 _PoisonFade( "Poison: Fade", Range( 0, 1 ) ) = 1 [HDR] _PoisonColor( "Poison: Color", Color ) = ( 0.3137255, 2.996078, 0.3137255, 0 ) _PoisonDensity( "Poison: Density", Float ) = 3 _PoisonRecolorFactor( "Poison: Recolor Factor", Range( 0, 1 ) ) = 0.5 _PoisonShiftSpeed( "Poison: Shift Speed", Float ) = 0.2 _PoisonNoiseBrightness( "Poison: Noise Brightness", Float ) = 2 _PoisonNoiseScale( "Poison: Noise Scale", Vector ) = ( 0.2, 0.2, 0, 0 ) _PoisonNoiseSpeed( "Poison: Noise Speed", Vector ) = ( 0, -0.2, 0, 0 ) [Toggle( _ENABLEENCHANTED_ON )] _EnableEnchanted( "Enable Enchanted", Float ) = 0 _EnchantedFade( "Enchanted: Fade", Range( 0, 1 ) ) = 1 _EnchantedSpeed( "Enchanted: Speed", Vector ) = ( 0, 1, 0, 0 ) _EnchantedScale( "Enchanted: Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) _EnchantedBrightness( "Enchanted: Brightness", Float ) = 1 _EnchantedContrast( "Enchanted: Contrast", Float ) = 0.5 _EnchantedReduce( "Enchanted: Reduce", Range( 0, 2 ) ) = 0 [Toggle( _ENCHANTEDRAINBOWTOGGLE_ON )] _EnchantedRainbowToggle( "Enchanted: Rainbow Toggle", Float ) = 0 _EnchantedRainbowSpeed( "Enchanted: Rainbow Speed", Float ) = 0.5 _EnchantedRainbowDensity( "Enchanted: Rainbow Density", Float ) = 0.5 _EnchantedRainbowSaturation( "Enchanted: Rainbow Saturation", Float ) = 0.8 [HDR] _EnchantedLowColor( "Enchanted: Low Color", Color ) = ( 2.996078, 0, 0, 0 ) [HDR] _EnchantedHighColor( "Enchanted: High Color", Color ) = ( 0, 0.7098798, 4.237095, 0 ) [Toggle( _ENCHANTEDLERPTOGGLE_ON )] _EnchantedLerpToggle( "Enchanted: Lerp Toggle", Float ) = 0 [Toggle( _ENABLESHIFTING_ON )] _EnableShifting( "Enable Shifting", Float ) = 0 _ShiftingFade( "Shifting: Fade", Range( 0, 1 ) ) = 1 _ShiftingSpeed( "Shifting: Speed", Float ) = 0.5 _ShiftingDensity( "Shifting: Density", Float ) = 1.5 _ShiftingBrightness( "Shifting: Brightness", Float ) = 1 _ShiftingContrast( "Shifting: Contrast", Float ) = 0.5 [Toggle( _SHIFTINGRAINBOWTOGGLE_ON )] _ShiftingRainbowToggle( "Shifting: Rainbow Toggle", Float ) = 0 _ShiftingSaturation( "Shifting: Saturation", Float ) = 0.8 [HDR] _ShiftingColorA( "Shifting: Color A", Color ) = ( 1.498039, 0, 0, 0 ) [HDR] _ShiftingColorB( "Shifting: Color B", Color ) = ( 1.498039, 0.7490196, 0, 0 ) [Toggle( _ENABLETEXTURELAYER1_ON )] _EnableTextureLayer1( "Enable Texture Layer 1", Float ) = 0 _TextureLayer1Fade( "Texture Layer 1: Fade", Range( 0, 1 ) ) = 1 _TextureLayer1Texture( "Texture Layer 1: Texture", 2D ) = "white" {} [HDR] _TextureLayer1Color( "Texture Layer 1: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) _TextureLayer1Scale( "Texture Layer 1: Scale", Vector ) = ( 1, 1, 0, 0 ) _TextureLayer1Offset( "Texture Layer 1: Offset", Vector ) = ( 0, 0, 0, 0 ) [Toggle( _TEXTURELAYER1CONTRASTTOGGLE_ON )] _TextureLayer1ContrastToggle( "Texture Layer 1: Contrast Toggle", Float ) = 0 _TextureLayer1Contrast( "Texture Layer 1: Contrast", Float ) = 1 [Toggle( _TEXTURELAYER1SCROLLTOGGLE_ON )] _TextureLayer1ScrollToggle( "Texture Layer 1: Scroll Toggle", Float ) = 0 _TextureLayer1ScrollSpeed( "Texture Layer 1: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) [Toggle( _TEXTURELAYER1SHEETTOGGLE_ON )] _TextureLayer1SheetToggle( "Texture Layer 1: Sheet Toggle", Float ) = 1 _TextureLayer1Columns( "Texture Layer 1: Columns", Int ) = 3 _TextureLayer1Rows( "Texture Layer 1: Rows", Int ) = 3 _TextureLayer1Speed( "Texture Layer 1: Speed", Float ) = 20 _TextureLayer1StartFrame( "Texture Layer 1: Start Frame", Int ) = 0 _TextureLayer1EdgeClip( "Texture Layer 1: Edge Clip", Range( 0, 1 ) ) = 0.005 [Toggle( _ENABLETEXTURELAYER2_ON )] _EnableTextureLayer2( "Enable Texture Layer 2", Float ) = 0 _TextureLayer2Fade( "Texture Layer 2: Fade", Range( 0, 1 ) ) = 1 _TextureLayer2Texture( "Texture Layer 2: Texture", 2D ) = "white" {} [HDR] _TextureLayer2Color( "Texture Layer 2: Color", Color ) = ( 0.4494117, 1.298301, 2.996079, 1 ) _TextureLayer2Scale( "Texture Layer 2: Scale", Vector ) = ( 1, 1, 0, 0 ) _TextureLayer2Offset( "Texture Layer 2: Offset", Vector ) = ( 0, 0, 0, 0 ) [Toggle( _TEXTURELAYER2CONTRASTTOGGLE_ON )] _TextureLayer2ContrastToggle( "Texture Layer 2: Contrast Toggle", Float ) = 0 _TextureLayer2Contrast( "Texture Layer 2: Contrast", Float ) = 1 [Toggle( _TEXTURELAYER2SCROLLTOGGLE_ON )] _TextureLayer2ScrollToggle( "Texture Layer 2: Scroll Toggle", Float ) = 0 _TextureLayer2ScrollSpeed( "Texture Layer 2: Scroll Speed", Vector ) = ( 0, 1, 0, 0 ) [Toggle( _TEXTURELAYER2SHEETTOGGLE_ON )] _TextureLayer2SheetToggle( "Texture Layer 2: Sheet Toggle", Float ) = 1 _TextureLayer2Columns( "Texture Layer 2: Columns", Int ) = 3 _TextureLayer2Rows( "Texture Layer 2: Rows", Int ) = 3 _TextureLayer2Speed( "Texture Layer 2: Speed", Float ) = 20 _TextureLayer2StartFrame( "Texture Layer 2: Start Frame", Int ) = 0 _TextureLayer2EdgeClip( "Texture Layer 2: Edge Clip", Range( 0, 1 ) ) = 0.005 [Toggle( _ENABLEFULLALPHADISSOLVE_ON )] _EnableFullAlphaDissolve( "Enable Full Alpha Dissolve", Float ) = 0 _FullAlphaDissolveFade( "Full Alpha Dissolve: Fade", Range( 0, 1 ) ) = 0.5 _FullAlphaDissolveWidth( "Full Alpha Dissolve: Width", Float ) = 0.5 _FullAlphaDissolveNoiseScale( "Full Alpha Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _ENABLEFULLGLOWDISSOLVE_ON )] _EnableFullGlowDissolve( "Enable Full Glow Dissolve", Float ) = 0 _FullGlowDissolveFade( "Full Glow Dissolve: Fade", Range( 0, 1 ) ) = 0.5 _FullGlowDissolveWidth( "Full Glow Dissolve: Width", Float ) = 0.5 [HDR] _FullGlowDissolveEdgeColor( "Full Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) _FullGlowDissolveNoiseScale( "Full Glow Dissolve: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _ENABLESOURCEALPHADISSOLVE_ON )] _EnableSourceAlphaDissolve( "Enable Source Alpha Dissolve", Float ) = 0 _SourceAlphaDissolveFade( "Source Alpha Dissolve: Fade", Float ) = 1 _SourceAlphaDissolvePosition( "Source Alpha Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) _SourceAlphaDissolveWidth( "Source Alpha Dissolve: Width", Float ) = 0.2 _SourceAlphaDissolveNoiseScale( "Source Alpha Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _SourceAlphaDissolveNoiseFactor( "Source Alpha Dissolve: Noise Factor", Float ) = 0.2 [Toggle] _SourceAlphaDissolveInvert( "Source Alpha Dissolve: Invert", Float ) = 0 [Toggle( _ENABLESOURCEGLOWDISSOLVE_ON )] _EnableSourceGlowDissolve( "Enable Source Glow Dissolve", Float ) = 0 _SourceGlowDissolveFade( "Source Glow Dissolve: Fade", Float ) = 1 _SourceGlowDissolvePosition( "Source Glow Dissolve: Position", Vector ) = ( 0, 0, 0, 0 ) _SourceGlowDissolveWidth( "Source Glow Dissolve: Width", Float ) = 0.1 [HDR] _SourceGlowDissolveEdgeColor( "Source Glow Dissolve: Edge Color", Color ) = ( 11.98431, 0.627451, 0.627451, 0 ) _SourceGlowDissolveNoiseScale( "Source Glow Dissolve: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _SourceGlowDissolveNoiseFactor( "Source Glow Dissolve: Noise Factor", Float ) = 0.2 [Toggle] _SourceGlowDissolveInvert( "Source Glow Dissolve: Invert", Float ) = 0 [Toggle( _ENABLEHALFTONE_ON )] _EnableHalftone( "Enable Halftone", Float ) = 0 _HalftoneFade( "Halftone: Fade", Float ) = 1 _HalftonePosition( "Halftone: Position", Vector ) = ( 0, 0, 0, 0 ) _HalftoneTiling( "Halftone: Tiling", Float ) = 4 _HalftoneFadeWidth( "Halftone: Width", Float ) = 1.5 [Toggle] _HalftoneInvert( "Halftone: Invert", Float ) = 0 [Toggle( _ENABLEDIRECTIONALALPHAFADE_ON )] _EnableDirectionalAlphaFade( "Enable Directional Alpha Fade", Float ) = 0 _DirectionalAlphaFadeFade( "Directional Alpha Fade: Fade", Float ) = 0 _DirectionalAlphaFadeRotation( "Directional Alpha Fade: Rotation", Range( 0, 360 ) ) = 0 _DirectionalAlphaFadeWidth( "Directional Alpha Fade: Width", Float ) = 0.2 _DirectionalAlphaFadeNoiseScale( "Directional Alpha Fade: Noise Scale", Vector ) = ( 0.3, 0.3, 0, 0 ) _DirectionalAlphaFadeNoiseFactor( "Directional Alpha Fade: Noise Factor", Float ) = 0.2 [Toggle] _DirectionalAlphaFadeInvert( "Directional Alpha Fade: Invert", Float ) = 0 [Toggle( _ENABLEDIRECTIONALGLOWFADE_ON )] _EnableDirectionalGlowFade( "Enable Directional Glow Fade", Float ) = 0 _DirectionalGlowFadeFade( "Directional Glow Fade: Fade", Float ) = 0 _DirectionalGlowFadeRotation( "Directional Glow Fade: Rotation", Range( 0, 360 ) ) = 0 [HDR] _DirectionalGlowFadeEdgeColor( "Directional Glow Fade: Edge Color", Color ) = ( 11.98431, 0.6901961, 0.6901961, 0 ) _DirectionalGlowFadeWidth( "Directional Glow Fade: Width", Float ) = 0.1 _DirectionalGlowFadeNoiseScale( "Directional Glow Fade: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) _DirectionalGlowFadeNoiseFactor( "Directional Glow Fade: Noise Factor", Float ) = 0.2 [Toggle] _DirectionalGlowFadeInvert( "Directional Glow Fade: Invert", Float ) = 0 [Toggle( _ENABLEDIRECTIONALDISTORTION_ON )] _EnableDirectionalDistortion( "Enable Directional Distortion", Float ) = 0 _DirectionalDistortionFade( "Directional Distortion: Fade", Float ) = 0 _DirectionalDistortionRotation( "Directional Distortion: Rotation", Range( 0, 360 ) ) = 0 _DirectionalDistortionWidth( "Directional Distortion: Width", Float ) = 0.5 _DirectionalDistortionNoiseScale( "Directional Distortion: Noise Scale", Vector ) = ( 0.4, 0.4, 0, 0 ) _DirectionalDistortionNoiseFactor( "Directional Distortion: Noise Factor", Float ) = 0.2 _DirectionalDistortionDistortion( "Directional Distortion: Distortion", Vector ) = ( 0, 0.1, 0, 0 ) _DirectionalDistortionRandomDirection( "Directional Distortion: Random Direction", Range( 0, 1 ) ) = 0.1 _DirectionalDistortionDistortionScale( "Directional Distortion: Distortion Scale", Vector ) = ( 1, 1, 0, 0 ) [Toggle] _DirectionalDistortionInvert( "Directional Distortion: Invert", Float ) = 0 [Toggle( _ENABLEFULLDISTORTION_ON )] _EnableFullDistortion( "Enable Full Distortion", Float ) = 0 _FullDistortionFade( "Full Distortion: Fade", Range( 0, 1 ) ) = 1 _FullDistortionDistortion( "Full Distortion: Distortion", Vector ) = ( 0.2, 0.2, 0, 0 ) _FullDistortionNoiseScale( "Full Distortion: Noise Scale", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEPIXELATE_ON )] _EnablePixelate( "Enable Pixelate", Float ) = 0 _PixelateFade( "Pixelate: Fade", Range( 0, 1 ) ) = 1 _PixelatePixelsPerUnit( "Pixelate: Pixels Per Unit", Float ) = 100 _PixelatePixelDensity( "Pixelate: Pixel Density", Float ) = 16 [Toggle( _ENABLESQUEEZE_ON )] _EnableSqueeze( "Enable Squeeze", Float ) = 0 _SqueezeFade( "Squeeze: Fade", Range( 0, 1 ) ) = 1 _SqueezeScale( "Squeeze: Scale", Vector ) = ( 2, 0, 0, 0 ) _SqueezePower( "Squeeze: Power", Float ) = 1 _SqueezeCenter( "Squeeze: Center", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEUVDISTORT_ON )] _EnableUVDistort( "Enable UV Distort", Float ) = 0 _UVDistortFade( "UV Distort: Fade", Range( 0, 1 ) ) = 1 _UVDistortFrom( "UV Distort: From", Vector ) = ( -0.02, -0.02, 0, 0 ) _UVDistortTo( "UV Distort: To", Vector ) = ( 0.02, 0.02, 0, 0 ) _UVDistortSpeed( "UV Distort: Speed", Vector ) = ( 2, 2, 0, 0 ) _UVDistortNoiseScale( "UV Distort: Noise Scale", Vector ) = ( 0.1, 0.1, 0, 0 ) [Toggle( _UVDISTORTMASKTOGGLE_ON )] _UVDistortMaskToggle( "UV Distort: Mask Toggle", Float ) = 0 [NoScaleOffset] _UVDistortMask( "UV Distort: Mask", 2D ) = "white" {} [Toggle( _ENABLEUVSCROLL_ON )] _EnableUVScroll( "Enable UV Scroll", Float ) = 0 _UVScrollSpeed( "UV Scroll: Speed", Vector ) = ( 0.2, 0, 0, 0 ) [Toggle( _ENABLEUVROTATE_ON )] _EnableUVRotate( "Enable UV Rotate", Float ) = 0 _UVRotateSpeed( "UV Rotate: Speed", Float ) = 1 _UVRotatePivot( "UV Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLESINEROTATE_ON )] _EnableSineRotate( "Enable Sine Rotate", Float ) = 0 _SineRotateFade( "Sine Rotate: Fade", Range( 0, 1 ) ) = 1 _SineRotateAngle( "Sine Rotate: Angle", Float ) = 15 _SineRotateFrequency( "Sine Rotate: Frequency", Float ) = 1 _SineRotatePivot( "Sine Rotate: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLEWIGGLE_ON )] _EnableWiggle( "Enable Wiggle", Float ) = 0 _WiggleFade( "Wiggle: Fade", Range( 0, 1 ) ) = 1 _WiggleSpeed( "Wiggle: Speed", Float ) = 2 _WiggleFrequency( "Wiggle: Frequency", Float ) = 2 _WiggleOffset( "Wiggle: Offset", Float ) = 0.02 [Toggle( _WIGGLEFIXEDGROUNDTOGGLE_ON )] _WiggleFixedGroundToggle( "Wiggle: Fixed Ground Toggle", Float ) = 0 [Toggle( _ENABLEUVSCALE_ON )] _EnableUVScale( "Enable UV Scale", Float ) = 0 _UVScaleScale( "UV Scale: Scale", Vector ) = ( 1, 1, 0, 0 ) _UVScalePivot( "UV Scale: Pivot", Vector ) = ( 0.5, 0.5, 0, 0 ) [Toggle( _ENABLESINEMOVE_ON )] _EnableSineMove( "Enable Sine Move", Float ) = 0 _SineMoveFade( "Sine Move: Fade", Range( 0, 1 ) ) = 1 _SineMoveOffset( "Sine Move: Offset", Vector ) = ( 0, 0.5, 0, 0 ) _SineMoveFrequency( "Sine Move: Frequency", Vector ) = ( 1, 1, 0, 0 ) [Toggle( _ENABLESINESCALE_ON )] _EnableSineScale( "Enable Sine Scale", Float ) = 0 _SineScaleFrequency( "Sine Scale: Frequency", Float ) = 2 _SineScaleFactor( "Sine Scale: Factor", Vector ) = ( 0.2, 0.2, 0, 0 ) [Toggle( _ENABLEVIBRATE_ON )] _EnableVibrate( "Enable Vibrate", Float ) = 0 _VibrateFade( "Vibrate: Fade", Range( 0, 1 ) ) = 1 _VibrateOffset( "Vibrate: Offset", Float ) = 0.04 _VibrateFrequency( "Vibrate: Frequency", Float ) = 100 _VibrateRotation( "Vibrate: Rotation", Float ) = 4 [Toggle( _ENABLEWIND_ON )] _EnableWind( "Enable Wind", Float ) = 0 _WindRotation( "Wind: Rotation", Float ) = 0 _WindMaxRotation( "Wind: Max Rotation", Float ) = 2 _WindRotationWindFactor( "Wind: Rotation Wind Factor", Float ) = 1 _WindSquishFactor( "Wind: Squish Factor", Float ) = 0.3 _WindSquishWindFactor( "Wind: Squish Wind Factor", Range( 0, 1 ) ) = 0 [Toggle( _WINDLOCALWIND_ON )] _WindLocalWind( "Wind: Local Wind", Float ) = 0 _WindNoiseScale( "Wind: Noise Scale", Float ) = 0.1 _WindNoiseSpeed( "Wind: Noise Speed", Float ) = 1 _WindMinIntensity( "Wind: Min Intensity", Float ) = -0.4 _WindMaxIntensity( "Wind: Max Intensity", Float ) = 0.4 [Toggle( _WINDHIGHQUALITYNOISE_ON )] _WindHighQualityNoise( "Wind: High Quality Noise", Float ) = 0 [Toggle( _WINDISPARALLAX_ON )] _WindIsParallax( "Wind: Is Parallax", Float ) = 0 _WindXPosition( "Wind: X Position", Float ) = 0 _WindFlip( "Wind: Flip", Float ) = 0 [Toggle( _ENABLESQUISH_ON )] _EnableSquish( "Enable Squish", Float ) = 0 _SquishFade( "Squish: Fade", Range( 0, 1 ) ) = 1 _SquishStretch( "Squish: Stretch", Float ) = 0.1 _SquishSquish( "Squish: Squish", Float ) = 0.1 _SquishFlip( "Squish: Flip", Range( -1, 0 ) ) = 0 [Toggle( _ENABLECHECKERBOARD_ON )] _EnableCheckerboard( "Enable Checkerboard", Float ) = 0 _CheckerboardDarken( "Checkerboard: Darken", Range( 0, 1 ) ) = 0.5 _CheckerboardTiling( "Checkerboard: Tiling", Float ) = 1 [Toggle( _ENABLEFLAME_ON )] _EnableFlame( "Enable Flame", Float ) = 0 _FlameBrightness( "Flame: Brightness", Float ) = 10 _FlameSmooth( "Flame: Smooth", Float ) = 2 _FlameRadius( "Flame: Radius", Float ) = 0.2 _FlameSpeed( "Flame: Speed", Vector ) = ( 0, -0.5, 0, 0 ) _FlameNoiseFactor( "Flame: Noise Factor", Float ) = 2.5 _FlameNoiseHeightFactor( "Flame: Noise Height Factor", Float ) = 1.5 _FlameNoiseScale( "Flame: Noise Scale", Vector ) = ( 1.2, 0.8, 0, 0 ) [Toggle( _ENABLEGAUSSIANBLUR_ON )] _EnableGaussianBlur( "Enable Gaussian Blur", Float ) = 0 _GaussianBlurFade( "Gaussian Blur: Fade", Range( 0, 1 ) ) = 1 _GaussianBlurOffset( "Gaussian Blur: Offset", Float ) = 0.5 [Toggle( _ENABLESHARPEN_ON )] _EnableSharpen( "Enable Sharpen", Float ) = 0 _SharpenFade( "Sharpen: Fade", Range( 0, 1 ) ) = 1 _SharpenFactor( "Sharpen: Factor", Float ) = 4 _SharpenOffset( "Sharpen: Offset", Float ) = 2 [Toggle( _ENABLESMOOTHPIXELART_ON )] _EnableSmoothPixelArt( "Enable Smooth Pixel Art", Float ) = 0 [Toggle( _ENABLESMOKE_ON )] _EnableSmoke( "Enable Smoke", Float ) = 0 _SmokeAlpha( "Smoke: Alpha", Range( 0, 1 ) ) = 1 _SmokeSmoothness( "Smoke: Smoothness", Float ) = 1 _SmokeNoiseScale( "Smoke: Noise Scale", Float ) = 0.5 _SmokeNoiseFactor( "Smoke: Noise Factor", Range( 0, 1 ) ) = 0.4 _SmokeDarkEdge( "Smoke: Dark Edge", Range( 0, 1.5 ) ) = 1 [Toggle] _SmokeVertexSeed( "Smoke: Vertex Seed", Float ) = 0 [Toggle( _ENABLECUSTOMFADE_ON )] _EnableCustomFade( "Enable Custom Fade", Float ) = 0 _CustomFadeFadeMask( "Custom Fade: Fade Mask", 2D ) = "white" {} _CustomFadeSmoothness( "Custom Fade: Smoothness", Float ) = 2 _CustomFadeNoiseScale( "Custom Fade: Noise Scale", Vector ) = ( 1, 1, 0, 0 ) _CustomFadeNoiseFactor( "Custom Fade: Noise Factor", Range( 0, 0.5 ) ) = 0 _CustomFadeAlpha( "Custom Fade: Alpha", Range( 0, 1 ) ) = 1 [Toggle( _ENABLEWORLDTILING_ON )] _EnableWorldTiling( "Enable World Tiling", Float ) = 0 _WorldTilingScale( "World Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) _WorldTilingOffset( "World Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) _WorldTilingPixelsPerUnit( "World Tiling: Pixels Per Unit", Float ) = 100 [Toggle( _ENABLESCREENTILING_ON )] _EnableScreenTiling( "Enable Screen Tiling", Float ) = 0 _ScreenTilingScale( "Screen Tiling: Scale", Vector ) = ( 1, 1, 0, 0 ) _ScreenTilingOffset( "Screen Tiling: Offset", Vector ) = ( 0, 0, 0, 0 ) _ScreenTilingPixelsPerUnit( "Screen Tiling: Pixels Per Unit", Float ) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" } Cull Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" ENDHLSL Pass { Name "Sprite Lit" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define VARYINGS_NEED_SCREENPOSITION #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITELIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT (0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT (1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT (2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT (3) #endif #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif sampler2D _MaskMap; sampler2D _NormalMap; #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; #endif float2 _FadingNoiseScale; #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortTo; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; float2 _UVScalePivot; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; float _RainbowBrightness; float _RainbowContrast; float _RainbowDensity; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnFade; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnInsideNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; float _FrozenHighlightDensity; float _FrozenFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; float _EnchantedRainbowDensity; float _EnchantedBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeSmoothness; float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFrequency; #endif float _MaskBrightness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; float _HologramLineFrequency; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; #endif float _NormalIntensity; struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float4 screenPosition : TEXCOORD2; float3 positionWS : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D (_AlphaTex); SAMPLER (sampler_AlphaTex); float _EnableAlphaTexture; #endif float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) { original -= center; float C = cos(angle); float S = sin(angle); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); return mul(finalMatrix, original) + center; } float MyCustomExpression16_g11716(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11666(float x) { float i = floor(x); float f = frac(x); float s = sign(frac(x / 2.0) - 0.5); float k = 0.5 + 0.5 * sin(i); return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); } float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } float snoise(float2 v) { const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); float2 i1; i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289(i); float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m * m; m = m * m; float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } float MyCustomExpression16_g11668(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11669(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11672(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11678(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0, 1.0) / size; uvs -= pixel * float2(0.5, 0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float MyCustomExpression16_g11789(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); float2 _ZeroVector = float2(0, 0); float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0); float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_positionCS); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11900 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; float temp_output_8_0_g11900 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * _SineMoveFade) + temp_output_2_0_g11900); #else float2 staticSwitch4_g11900 = temp_output_2_0_g11900; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11901 = temp_output_8_0_g11900; float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), (temp_output_30_0_g11901 * _VibrateRotation)); float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); #else float2 staticSwitch6_g11900 = staticSwitch4_g11900; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); #else float2 staticSwitch10_g11900 = staticSwitch6_g11900; #endif float2 temp_output_424_0 = staticSwitch10_g11900; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (v.positionOS).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord4 = screenPos; o.ase_texcoord5 = float4(v.positionOS, 1); o.ase_color = v.color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3(staticSwitch142, 0.0); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); o.positionCS = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; o.texCoord0 = v.uv0; o.color = v.color; o.screenPosition = vertexInput.positionNDC; return o; } half4 frag(VertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float4 positionCS = IN.positionCS; float3 positionWS = IN.positionWS; float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); float4 screenPos = IN.ase_texcoord4; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11665 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11666 = _WindMinIntensity; #else float staticSwitch117_g11666 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11666 = _WindMaxIntensity; #else float staticSwitch118_g11666 = WindMaxIntensity; #endif #endif float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11666 = _WindXPosition; #else float staticSwitch111_g11666 = transform62_g11666.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11666 = _WindNoiseScale; #else float staticSwitch113_g11666 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); #else float staticSwitch125_g11666 = WindTime; #endif float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + staticSwitch125_g11666); float x101_g11666 = temp_output_50_0_g11666; float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); float2 temp_cast_0 = (temp_output_50_0_g11666).xx; float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11666 = simplePerlin2D121_g11666; #else float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); #endif float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, staticSwitch123_g11666); float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), -_WindMaxRotation, _WindMaxRotation); float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); float2 appendResult27_g11666 = (float2( 0.0, (_WindSquishFactor * min( ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), _WindMaxRotation) * temp_output_39_0_g11666))); float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), (clampResult29_g11666 * temp_output_39_0_g11666)); float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; #else float2 staticSwitch4_g11665 = temp_output_3_0_g11665; #endif float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (IN.ase_texcoord5.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11667 = shaderPosition235; float linValue16_g11668 = tex2D(_UberNoiseTexture, (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); float linValue16_g11669 = tex2D(_UberNoiseTexture, ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), (localMyCustomExpression16_g11669 - 0.5))); float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * _FullDistortionDistortion)); #else float2 staticSwitch83 = staticSwitch4_g11665; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11670 = shaderPosition235; float linValue16_g11672 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)) .r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); float3 break130_g11670 = rotatedValue136_g11670; float linValue16_g11671 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); float clampResult154_g11670 = clamp( ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11675 = unity_OrthoParams.y; float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2)) + positionWS.y) / temp_output_81_0_g11675); float2 temp_cast_4 = (temp_output_8_0_g11675).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); float2 temp_cast_6 = (temp_output_8_0_g11675).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11675 = (float2( (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11673 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11673; float linValue16_g11718 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); float linValue16_g11674 = tex2D(_UberNoiseTexture, ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion * glitchFade152)); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D(_UberNoiseTexture, ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / appendResult2_g11728) * staticSwitch29_g11726)); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * _SqueezeFade)); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * (( _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) * (1.0 / max(_PixelateFade, 1E-05))); float2 clampResult46_g11721 = clamp( (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / MultFactor30_g11721), float2(0, 0), float2(1, 1)); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + _UVScalePivot); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = (sin( (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * _WiggleOffset * _WiggleFade); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2(0, 0); float2 break10_g11731 = float2(1, 1); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2( (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( break10_g11731.x - break11_g11731.x)), (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch427 = (originalUV460 + (floor( ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = (tex2DNode4_g11748 - ((((( tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( _SharpenFactor * _SharpenFade))); float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb), temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D(_UberNoiseTexture, (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * temp_cast_15)).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); float clampResult28_g11754 = clamp( (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); float4 appendResult31_g11754 = (float4(lerpResult34_g11754, (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); float clampResult37_g11756 = clamp( (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor))), 0.0, 1.0); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, (temp_output_1_0_g11756.a * pow(clampResult37_g11756, (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(positionWS.x, positionWS.y)); float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), float2(0.5, 0.5)); float4 appendResult42_g11759 = (float4( ((temp_output_1_0_g11759).rgb * min( (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D(_UberNoiseTexture, (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); float clampResult70_g11760 = clamp( (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, 1.0); float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, temp_output_63_0_g11760, clampResult70_g11760)); float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / temp_output_84_0_g11794) * _RecolorRGBBlueTint)); float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z) / 6.0)); float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, (appendResult56_g11794 * pow( saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), (staticSwitch81_g11794.w * _RecolorRGBFade)); float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); float4 ifLocalVar46_g11792 = 0; if (temp_output_43_0_g11792 >= 0.8333333) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if (temp_output_43_0_g11792 <= 0.6666667) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if (temp_output_43_0_g11792 <= 0.3333333) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if (temp_output_43_0_g11792 <= 0.1666667) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if (temp_output_43_0_g11792 >= 0.5) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z) / 6.0)); float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = (pow( max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z) / 6.0), 0.0001), max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; float4 appendResult4_g11802 = (float4( pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, hsvTorgb1_g11778.z)); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z) / 6.0); float clampResult25_g11796 = clamp( ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, clampResult25_g11796); float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))), _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, (temp_output_4_0_g11774 + (_BlackTintColor).rgb), pow(max((1.0 - min(max( max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); float clampResult53_g11788 = clamp( (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, 1.0); float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, ((_InkSpreadColor).rgb * pow( max(((break2_g11790.x + break2_g11790 .x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); float3 hsvTorgb19_g11780 = HSVToRGB(float3( ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, hsvTorgb15_g11780.z)); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), _AddHueSaturation, _AddHueBrightness)); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4( ((hsvTorgb19_g11784 * pow( max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z) / 6.0), 0.0001), max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. a); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4( ((temp_output_1_0_g11781).rgb + (pow( max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z) / 6.0), 0.0001), max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) + _SineGlowMin))), temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z) / 6.0)).xxx; float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * temp_output_82_0_g11771); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D(_UberNoiseTexture, (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * _InnerOutlineDistortionIntensity); #else float2 staticSwitch169_g11771 = float2(0, 0); #endif float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( min( min( min( min( min( min(tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * temp_output_25_0_g11771))).a, tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + (( _InnerOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11771))).a))); float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb * temp_output_82_0_g11799); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( (_OuterOutlineFade * 3.0), 1.0)); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, staticSwitch203_g11799); float linValue16_g11800 = tex2D(_UberNoiseTexture, (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * _OuterOutlineDistortionIntensity); #else float2 staticSwitch157_g11799 = float2(0, 0); #endif float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, min((max( max( max( max( max( max( max(tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, -1)) * temp_output_25_0_g11799))) .a, tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, 1)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11799))).a) * 3.0), 1.0), _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb * temp_output_82_0_g11776); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_213_0_g11776 = (_PixelOutlineFade * step( temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( (temp_output_213_0_g11776 * 3.0), 1.0)); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, min((max( max( max(tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2( 0, -1)) * temp_output_209_0_g11776))).a, tex2D(_MainTex, (temp_output_7_0_g11776 + (( _PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11776))).a) * 3.0), 1.0), temp_output_213_0_g11776); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4( ((lerpResult15_g11763 * _PingPongGlowFade * pow( max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z) / 6.0), 0.0001), max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float temp_output_44_0_g11804 = unity_OrthoParams.y; float4 appendResult22_g11804 = (float4( ((_HologramTint).rgb * pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( pow(abs(sin( ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + positionWS.y) / temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a))); float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)). r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); float3 hsvTorgb3_g11810 = HSVToRGB(float3( (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D(_UberNoiseTexture, (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * _CamouflageDistortionIntensity) + temp_output_99_0_g11841); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); float clampResult52_g11841 = clamp( ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), 0.0, 1.0); float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), clampResult52_g11841); float linValue16_g11845 = tex2D(_UberNoiseTexture, ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); float clampResult65_g11841 = clamp( ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), 0.0, 1.0); float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, ((lerpResult68_g11841).rgb * pow( max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844. y + break2_g11844.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D(_UberNoiseTexture, (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); float linValue16_g11837 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + ((temp_output_59_0_g11834 * _MetalNoiseSpeed) + temp_output_58_0_g11834)) * _MetalNoiseScale)).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z) / 6.0); float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / max(_MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z) / 6.0); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D(_UberNoiseTexture, (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); float linValue16_g11831 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11830 - 0.25) * _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * _FrozenHighlightScale)).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, ((pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * max((_FrozenSnowDensity - localMyCustomExpression16_g11828), 0.0))) + ((max( ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow( max(temp_output_7_0_g11826, 0.0001), max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); float linValue16_g11821 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * _BurnSwirlFactor) + temp_output_72_0_g11820) * _BurnInsideNoiseScale)).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, 1.0); float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, (pow( max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z) / 6.0), 0.0001), max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb * clampResult68_g11820) + (_BurnInsideColor).rgb)), clampResult18_g11820); float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); float3 hsvTorgb3_g11819 = HSVToRGB(float3( (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, 1.0)); float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, (hsvTorgb36_g11816.z * _RainbowBrightness))); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z) / 6.0)); float4 appendResult29_g11816 = (float4( ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z) / 6.0)).xxx; float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), float3((_ShineFrequency * temp_output_41_0_g11811), 0.0), float3(0, 0, 1), ((_ShineRotation / 180.0) * PI)); float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); float clampResult80_g11812 = clamp( (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4( (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D(_UberNoiseTexture, (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + temp_output_41_0_g11811) * _PoisonNoiseScale)).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); float4 appendResult27_g11847 = (float4( ((max( pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); float linValue16_g11854 = tex2D(_UberNoiseTexture, (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); float linValue16_g11852 = tex2D(_UberNoiseTexture, (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB(float3( ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * _EnchantedFade); float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * temp_output_45_0_g11851)); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z) / 6.0); float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) * _ShiftingDensity) % 1.0); float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, _ShiftingBrightness)); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); #endif float3 lerpResult31_g11856 = lerp(appendResult32_g11856, (staticSwitch26_g11856 * pow( max(temp_output_4_0_g11856, 0.0001), max(_ShiftingContrast, 0.0001))), _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * temp_output_27_0_g11863)); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - staticSwitch73_g11863); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); float2 Invert10_g11864 = float2(0, 1); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = (pow( max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z) / 6.0), 0.0001), max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, (tex2DNode3_g11863.a * _TextureLayer1Fade)); float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * temp_output_27_0_g11859)); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - staticSwitch73_g11859); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); float2 Invert10_g11860 = float2(0, 1); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = (pow( max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z) / 6.0), 0.0001), max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, (tex2DNode3_g11859.a * _TextureLayer2Fade)); float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, (break4_g11867.a * fullDistortionAlpha164))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)); float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, (break4_g11868.a * directionalDistortionAlpha167))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); float clampResult17_g11870 = clamp( (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / temp_output_53_0_g11870), 0.0, 1.0); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, (temp_output_1_0_g11870.a * clampResult17_g11870))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4( (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( temp_output_5_0_g11878, ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D(_UberNoiseTexture, (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); float clampResult17_g11880 = clamp( ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) ? ((1.0 - clampResult17_g11880)) : (clampResult17_g11880))))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D(_UberNoiseTexture, (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4( ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). rgb) + (temp_output_1_0_g11876).rgb), (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) ? ((1.0 - temp_output_76_0_g11876)) : (temp_output_75_0_g11876))))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), float3(0, 0, 1), (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D(_UberNoiseTexture, (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); float clampResult154_g11872 = clamp( ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) ? ((1.0 - clampResult154_g11872)) : (clampResult154_g11872))))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), float3(0, 0, 1), (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D(_UberNoiseTexture, (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); float temp_output_168_0_g11874 = max( ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( _DirectionalGlowFadeWidth, 0.001)), 0.0); float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); float4 appendResult3_g11874 = (float4( (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( 1.0, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), (temp_output_1_0_g11874.a * clampResult154_g11874))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( 0.01, _HalftoneFadeWidth)), 0.0); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / appendResult11_g11883)); float clampResult17_g11882 = clamp( saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, (temp_output_1_0_g11882.a * ((_HalftoneInvert) ? ((1.0 - clampResult17_g11882)) : (clampResult17_g11882))))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. a)); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4( ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, ((1.0 - temp_output_1_0_g11888.a) * step( _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. a)); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = (pow( max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z) / 6.0), 0.0001), max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, (_ShadowFade * tex2D( _MainTex, (finalUV146 - ((100.0 / appendResult2_g11893) * _ShadowOffset))).a))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); float4 appendResult18_g11894 = (float4( (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, (break4_g11895.a * customVertexAlpha193))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11898 = temp_output_344_0; float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb), temp_output_1_0_g11898.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11898; #endif float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11905 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11905 = (float4( ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); float4 staticSwitch6_g11905 = appendResult2_g11905; #else float4 staticSwitch6_g11905 = temp_output_7_0_g11905; #endif float2 temp_output_8_0_g11904 = finalUV146; float3 unpack14_g11904 = UnpackNormalScale(tex2D(_NormalMap, temp_output_8_0_g11904), _NormalIntensity); unpack14_g11904.z = lerp(1, unpack14_g11904.z, saturate(_NormalIntensity)); float4 Color = staticSwitch6_g11905; float4 Mask = (_MaskBrightness * tex2D(_MaskMap, temp_output_8_0_g11904)); float3 Normal = unpack14_g11904; #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); Color.a = lerp(Color.a, alpha.r, _EnableAlphaTexture); #endif SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); InputData2D inputData; InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); return CombinedShapeLightShared(surfaceData, inputData); Color *= IN.color; } ENDHLSL } Pass { Name "Sprite Normal" Tags { "LightMode"="NormalsRendering" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define VARYINGS_NEED_NORMAL_WS #define VARYINGS_NEED_TANGENT_WS #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITENORMAL #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif sampler2D _NormalMap; #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; #endif float2 _FadingNoiseScale; #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortTo; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; float2 _UVScalePivot; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; float _RainbowBrightness; float _RainbowContrast; float _RainbowDensity; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnFade; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnInsideNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; float _FrozenHighlightDensity; float _FrozenFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; float _EnchantedRainbowDensity; float _EnchantedBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeSmoothness; float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFrequency; #endif float _MaskBrightness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; float _HologramLineFrequency; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; #endif float _NormalIntensity; struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; float3 bitangentWS : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) { original -= center; float C = cos(angle); float S = sin(angle); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); return mul(finalMatrix, original) + center; } float MyCustomExpression16_g11716(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11666(float x) { float i = floor(x); float f = frac(x); float s = sign(frac(x / 2.0) - 0.5); float k = 0.5 + 0.5 * sin(i); return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); } float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } float snoise(float2 v) { const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); float2 i1; i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289(i); float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m * m; m = m * m; float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } float MyCustomExpression16_g11668(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11669(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11672(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11678(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0, 1.0) / size; uvs -= pixel * float2(0.5, 0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float MyCustomExpression16_g11789(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); float2 _ZeroVector = float2(0, 0); float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0); float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_positionCS); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11900 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; float temp_output_8_0_g11900 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * _SineMoveFade) + temp_output_2_0_g11900); #else float2 staticSwitch4_g11900 = temp_output_2_0_g11900; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11901 = temp_output_8_0_g11900; float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), (temp_output_30_0_g11901 * _VibrateRotation)); float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); #else float2 staticSwitch6_g11900 = staticSwitch4_g11900; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); #else float2 staticSwitch10_g11900 = staticSwitch6_g11900; #endif float2 temp_output_424_0 = staticSwitch10_g11900; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (v.positionOS).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, float4( (temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord5 = screenPos; o.ase_texcoord6.xyz = ase_positionWS; o.ase_texcoord7 = float4(v.positionOS, 1); //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3(staticSwitch142, 0.0); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); o.texCoord0 = v.uv0; o.color = v.color; o.positionCS = vertexInput.positionCS; float3 normalWS = TransformObjectToWorldNormal(v.normal); o.normalWS = -GetViewForwardDir(); float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w); o.tangentWS = normalize(tangentWS); half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w; return o; } half4 frag(VertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); float4 screenPos = IN.ase_texcoord5; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = IN.ase_texcoord6.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11665 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11666 = _WindMinIntensity; #else float staticSwitch117_g11666 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11666 = _WindMaxIntensity; #else float staticSwitch118_g11666 = WindMaxIntensity; #endif #endif float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11666 = _WindXPosition; #else float staticSwitch111_g11666 = transform62_g11666.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11666 = _WindNoiseScale; #else float staticSwitch113_g11666 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); #else float staticSwitch125_g11666 = WindTime; #endif float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + staticSwitch125_g11666); float x101_g11666 = temp_output_50_0_g11666; float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); float2 temp_cast_0 = (temp_output_50_0_g11666).xx; float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11666 = simplePerlin2D121_g11666; #else float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); #endif float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, staticSwitch123_g11666); float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), -_WindMaxRotation, _WindMaxRotation); float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); float2 appendResult27_g11666 = (float2( 0.0, (_WindSquishFactor * min( ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), _WindMaxRotation) * temp_output_39_0_g11666))); float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), (clampResult29_g11666 * temp_output_39_0_g11666)); float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; #else float2 staticSwitch4_g11665 = temp_output_3_0_g11665; #endif float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (IN.ase_texcoord7.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11667 = shaderPosition235; float linValue16_g11668 = tex2D(_UberNoiseTexture, (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); float linValue16_g11669 = tex2D(_UberNoiseTexture, ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), (localMyCustomExpression16_g11669 - 0.5))); float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * _FullDistortionDistortion)); #else float2 staticSwitch83 = staticSwitch4_g11665; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11670 = shaderPosition235; float linValue16_g11672 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); float3 break130_g11670 = rotatedValue136_g11670; float linValue16_g11671 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); float clampResult154_g11670 = clamp( ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11675 = unity_OrthoParams.y; float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675); float2 temp_cast_4 = (temp_output_8_0_g11675).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); float2 temp_cast_6 = (temp_output_8_0_g11675).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11675 = (float2( (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11673 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11673; float linValue16_g11718 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); float linValue16_g11674 = tex2D(_UberNoiseTexture, ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion * glitchFade152)); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D(_UberNoiseTexture, ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / appendResult2_g11728) * staticSwitch29_g11726)); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * _SqueezeFade)); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) * _SineRotateFade)); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) * (1.0 / max(_PixelateFade, 1E-05))); float2 clampResult46_g11721 = clamp( (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / MultFactor30_g11721), float2(0, 0), float2(1, 1)); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + _UVScalePivot); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = (sin( (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * _WiggleOffset * _WiggleFade); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2(0, 0); float2 break10_g11731 = float2(1, 1); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2( (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( break10_g11731.x - break11_g11731.x)), (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch427 = (originalUV460 + (floor( ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = (tex2DNode4_g11748 - ((((( tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( _SharpenFactor * _SharpenFade))); float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.color).rgb), temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D(_UberNoiseTexture, (((IN.color.r * ( (_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * temp_cast_15)).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); float clampResult28_g11754 = clamp( (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.color.a / 2.5) - distance( temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); float4 appendResult31_g11754 = (float4(lerpResult34_g11754, (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); float clampResult37_g11756 = clamp( (((IN.color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor))), 0.0, 1.0); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, (temp_output_1_0_g11756.a * pow( clampResult37_g11756, (_CustomFadeSmoothness / max( tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y)); float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), float2(0.5, 0.5)); float4 appendResult42_g11759 = (float4( ((temp_output_1_0_g11759).rgb * min( (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D(_UberNoiseTexture, (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); float clampResult70_g11760 = clamp( (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, 1.0); float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, temp_output_63_0_g11760, clampResult70_g11760)); float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / temp_output_84_0_g11794) * _RecolorRGBBlueTint)); float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z) / 6.0)); float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, (appendResult56_g11794 * pow( saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), (staticSwitch81_g11794.w * _RecolorRGBFade)); float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); float4 ifLocalVar46_g11792 = 0; if (temp_output_43_0_g11792 >= 0.8333333) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if (temp_output_43_0_g11792 <= 0.6666667) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if (temp_output_43_0_g11792 <= 0.3333333) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if (temp_output_43_0_g11792 <= 0.1666667) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if (temp_output_43_0_g11792 >= 0.5) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z) / 6.0)); float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, (appendResult56_g11792 * pow( saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = (pow( max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z) / 6.0), 0.0001), max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; float4 appendResult4_g11802 = (float4( pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, hsvTorgb1_g11778.z)); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z) / 6.0); float clampResult25_g11796 = clamp( ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, clampResult25_g11796); float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))), _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, (temp_output_4_0_g11774 + (_BlackTintColor).rgb), pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); float clampResult53_g11788 = clamp( (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, 1.0); float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, ((_InkSpreadColor).rgb * pow( max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); float3 hsvTorgb19_g11780 = HSVToRGB(float3( ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, hsvTorgb15_g11780.z)); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), _AddHueSaturation, _AddHueBrightness)); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4( ((hsvTorgb19_g11784 * pow( max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z) / 6.0), 0.0001), max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. a); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4( ((temp_output_1_0_g11781).rgb + (pow( max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z) / 6.0), 0.0001), max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) + _SineGlowMin))), temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z) / 6.0)).xxx; float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * temp_output_82_0_g11771); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D(_UberNoiseTexture, (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * _InnerOutlineDistortionIntensity); #else float2 staticSwitch169_g11771 = float2(0, 0); #endif float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( min( min( min( min( min( min(tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * temp_output_25_0_g11771))). a, tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( 0, 1)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( -0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11771))).a))); float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb * temp_output_82_0_g11799); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( (_OuterOutlineFade * 3.0), 1.0)); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, staticSwitch203_g11799); float linValue16_g11800 = tex2D(_UberNoiseTexture, (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * _OuterOutlineDistortionIntensity); #else float2 staticSwitch157_g11799 = float2(0, 0); #endif float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, min( (max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0, - 1)) * temp_output_25_0_g11799))) .a, tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0, 1)) * temp_output_25_0_g11799))) .a), tex2D( _MainTex, ( temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2( - 1, 0)) * temp_output_25_0_g11799))) .a), tex2D( _MainTex, ( temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2( 1, 0)) * temp_output_25_0_g11799))) .a), tex2D( _MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2( 0.705, 0.705)) * temp_output_25_0_g11799))) .a), tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2( -0.705, 0.705)) * temp_output_25_0_g11799))) . a), tex2D( _MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2( 0.705, -0.705)) * temp_output_25_0_g11799))) .a), tex2D( _MainTex, (temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705, -0.705)) * temp_output_25_0_g11799))) .a) * 3.0), 1.0), _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))). rgb * temp_output_82_0_g11776); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_213_0_g11776 = (_PixelOutlineFade * step( temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( (temp_output_213_0_g11776 * 3.0), 1.0)); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, min((max( max( max(tex2D(_MainTex, (temp_output_7_0_g11776 + (( _PixelOutlineWidth * float2(0, -1)) * temp_output_209_0_g11776))).a, tex2D(_MainTex, (temp_output_7_0_g11776 + (( _PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11776))).a) * 3.0), 1.0), temp_output_213_0_g11776); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4( ((lerpResult15_g11763 * _PingPongGlowFade * pow( max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z) / 6.0), 0.0001), max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float temp_output_44_0_g11804 = unity_OrthoParams.y; float4 appendResult22_g11804 = (float4( ((_HologramTint).rgb * pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( pow(abs(sin( ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + ase_positionWS.y) / temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a))); float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); float3 hsvTorgb3_g11810 = HSVToRGB(float3( (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809 .y + break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D(_UberNoiseTexture, (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * _CamouflageDistortionIntensity) + temp_output_99_0_g11841); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); float clampResult52_g11841 = clamp( ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), 0.0, 1.0); float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), clampResult52_g11841); float linValue16_g11845 = tex2D(_UberNoiseTexture, ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); float clampResult65_g11841 = clamp( ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), 0.0, 1.0); float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, ((lerpResult68_g11841).rgb * pow( max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D(_UberNoiseTexture, (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); float linValue16_g11837 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + ((temp_output_59_0_g11834 * _MetalNoiseSpeed) + temp_output_58_0_g11834)) * _MetalNoiseScale)).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z) / 6.0); float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / max(_MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z) / 6.0); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D(_UberNoiseTexture, (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); float linValue16_g11831 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11830 - 0.25) * _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * _FrozenHighlightScale)).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, ((pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * max((_FrozenSnowDensity - localMyCustomExpression16_g11828), 0.0))) + ((max( ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow( max(temp_output_7_0_g11826, 0.0001), max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); float linValue16_g11821 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * _BurnSwirlFactor) + temp_output_72_0_g11820) * _BurnInsideNoiseScale)).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, 1.0); float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, (pow( max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z) / 6.0), 0.0001), max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb * clampResult68_g11820) + (_BurnInsideColor).rgb)), clampResult18_g11820); float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); float3 hsvTorgb3_g11819 = HSVToRGB(float3( (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, 1.0)); float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, (hsvTorgb36_g11816.z * _RainbowBrightness))); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z) / 6.0)); float4 appendResult29_g11816 = (float4( ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z) / 6.0)).xxx; float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), float3((_ShineFrequency * temp_output_41_0_g11811), 0.0), float3(0, 0, 1), ((_ShineRotation / 180.0) * PI)); float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); float clampResult80_g11812 = clamp( (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4( (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D(_UberNoiseTexture, (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + temp_output_41_0_g11811) * _PoisonNoiseScale)).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); float4 appendResult27_g11847 = (float4( ((max( pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); float linValue16_g11854 = tex2D(_UberNoiseTexture, (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); float linValue16_g11852 = tex2D(_UberNoiseTexture, (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB(float3( ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * _EnchantedFade); float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * temp_output_45_0_g11851)); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z) / 6.0); float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) * _ShiftingDensity) % 1.0); float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, _ShiftingBrightness)); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); #endif float3 lerpResult31_g11856 = lerp(appendResult32_g11856, (staticSwitch26_g11856 * pow( max(temp_output_4_0_g11856, 0.0001), max(_ShiftingContrast, 0.0001))), _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * temp_output_27_0_g11863)); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - staticSwitch73_g11863); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); float2 Invert10_g11864 = float2(0, 1); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = (pow( max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z) / 6.0), 0.0001), max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, (tex2DNode3_g11863.a * _TextureLayer1Fade)); float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * temp_output_27_0_g11859)); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - staticSwitch73_g11859); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); float2 Invert10_g11860 = float2(0, 1); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = (pow( max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z) / 6.0), 0.0001), max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, (tex2DNode3_g11859.a * _TextureLayer2Fade)); float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, (break4_g11867.a * fullDistortionAlpha164))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)); float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, (break4_g11868.a * directionalDistortionAlpha167))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); float clampResult17_g11870 = clamp( (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / temp_output_53_0_g11870), 0.0, 1.0); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, (temp_output_1_0_g11870.a * clampResult17_g11870))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4( (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( temp_output_5_0_g11878, ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D(_UberNoiseTexture, (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); float clampResult17_g11880 = clamp( ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) ? ((1.0 - clampResult17_g11880)) : (clampResult17_g11880))))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D(_UberNoiseTexture, (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4( ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). rgb) + (temp_output_1_0_g11876).rgb), (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) ? ((1.0 - temp_output_76_0_g11876)) : (temp_output_75_0_g11876))))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), float3(0, 0, 1), (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D(_UberNoiseTexture, (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); float clampResult154_g11872 = clamp( ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) ? ((1.0 - clampResult154_g11872)) : (clampResult154_g11872))))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), float3(0, 0, 1), (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D(_UberNoiseTexture, (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); float temp_output_168_0_g11874 = max( ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( _DirectionalGlowFadeWidth, 0.001)), 0.0); float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); float4 appendResult3_g11874 = (float4( (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( 1.0, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), (temp_output_1_0_g11874.a * clampResult154_g11874))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( 0.01, _HalftoneFadeWidth)), 0.0); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / appendResult11_g11883)); float clampResult17_g11882 = clamp( saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, (temp_output_1_0_g11882.a * ((_HalftoneInvert) ? ((1.0 - clampResult17_g11882)) : (clampResult17_g11882))))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. a)); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4( ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, ((1.0 - temp_output_1_0_g11888.a) * step( _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. a)); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = (pow( max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z) / 6.0), 0.0001), max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, (_ShadowFade * tex2D( _MainTex, (finalUV146 - ((100.0 / appendResult2_g11893) * _ShadowOffset))).a))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); float4 appendResult18_g11894 = (float4( (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, (break4_g11895.a * customVertexAlpha193))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11898 = temp_output_344_0; float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.color).rgb), temp_output_1_0_g11898.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11898; #endif float4 lerpResult125 = lerp((originalColor191 * IN.color), staticSwitch342, fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11905 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11905 = (float4( ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); float4 staticSwitch6_g11905 = appendResult2_g11905; #else float4 staticSwitch6_g11905 = temp_output_7_0_g11905; #endif float2 temp_output_8_0_g11904 = finalUV146; float3 unpack14_g11904 = UnpackNormalScale(tex2D(_NormalMap, temp_output_8_0_g11904), _NormalIntensity); unpack14_g11904.z = lerp(1, unpack14_g11904.z, saturate(_NormalIntensity)); float4 Color = staticSwitch6_g11905; float3 Normal = unpack14_g11904; Color *= IN.color; return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); } ENDHLSL } Pass { Name "Sprite Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_COLOR #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define VARYINGS_NEED_POSITION_WS #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_COLOR #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_SPRITEFORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; #endif float2 _FadingNoiseScale; #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortTo; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; float2 _UVScalePivot; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; float _RainbowBrightness; float _RainbowContrast; float _RainbowDensity; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnFade; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnInsideNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; float _FrozenHighlightDensity; float _FrozenFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; float _EnchantedRainbowDensity; float _EnchantedBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeSmoothness; float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFrequency; #endif float _MaskBrightness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; float _HologramLineFrequency; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; #endif float _NormalIntensity; struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 positionWS : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D (_AlphaTex); SAMPLER (sampler_AlphaTex); float _EnableAlphaTexture; #endif float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) { original -= center; float C = cos(angle); float S = sin(angle); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); return mul(finalMatrix, original) + center; } float MyCustomExpression16_g11716(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11666(float x) { float i = floor(x); float f = frac(x); float s = sign(frac(x / 2.0) - 0.5); float k = 0.5 + 0.5 * sin(i); return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); } float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } float snoise(float2 v) { const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); float2 i1; i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289(i); float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m * m; m = m * m; float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } float MyCustomExpression16_g11668(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11669(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11672(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11678(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0, 1.0) / size; uvs -= pixel * float2(0.5, 0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float MyCustomExpression16_g11789(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); float2 _ZeroVector = float2(0, 0); float2 texCoord363 = v.uv0.xy * float2(1, 1) + float2(0, 0); float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_positionCS); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11900 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; float temp_output_8_0_g11900 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * _SineMoveFade) + temp_output_2_0_g11900); #else float2 staticSwitch4_g11900 = temp_output_2_0_g11900; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11901 = temp_output_8_0_g11900; float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), (temp_output_30_0_g11901 * _VibrateRotation)); float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); #else float2 staticSwitch6_g11900 = staticSwitch4_g11900; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); #else float2 staticSwitch10_g11900 = staticSwitch6_g11900; #endif float2 temp_output_424_0 = staticSwitch10_g11900; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float2 texCoord435 = v.uv0.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = v.uv0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (v.positionOS).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord3 = screenPos; o.ase_texcoord4 = float4(v.positionOS, 1); #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3(staticSwitch142, 0.0); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); o.positionCS = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; o.texCoord0 = v.uv0; o.color = v.color; return o; } half4 frag(VertexOutput IN) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); float4 positionCS = IN.positionCS; float3 positionWS = IN.positionWS; float2 texCoord363 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); float4 screenPos = IN.ase_texcoord3; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11665 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11666 = _WindMinIntensity; #else float staticSwitch117_g11666 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11666 = _WindMaxIntensity; #else float staticSwitch118_g11666 = WindMaxIntensity; #endif #endif float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11666 = _WindXPosition; #else float staticSwitch111_g11666 = transform62_g11666.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11666 = _WindNoiseScale; #else float staticSwitch113_g11666 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); #else float staticSwitch125_g11666 = WindTime; #endif float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + staticSwitch125_g11666); float x101_g11666 = temp_output_50_0_g11666; float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); float2 temp_cast_0 = (temp_output_50_0_g11666).xx; float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11666 = simplePerlin2D121_g11666; #else float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); #endif float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, staticSwitch123_g11666); float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), -_WindMaxRotation, _WindMaxRotation); float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); float2 appendResult27_g11666 = (float2( 0.0, (_WindSquishFactor * min( ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), _WindMaxRotation) * temp_output_39_0_g11666))); float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), (clampResult29_g11666 * temp_output_39_0_g11666)); float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; #else float2 staticSwitch4_g11665 = temp_output_3_0_g11665; #endif float2 texCoord435 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (IN.ase_texcoord4.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11667 = shaderPosition235; float linValue16_g11668 = tex2D(_UberNoiseTexture, (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); float linValue16_g11669 = tex2D(_UberNoiseTexture, ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), (localMyCustomExpression16_g11669 - 0.5))); float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * _FullDistortionDistortion)); #else float2 staticSwitch83 = staticSwitch4_g11665; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11670 = shaderPosition235; float linValue16_g11672 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)). r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); float3 break130_g11670 = rotatedValue136_g11670; float linValue16_g11671 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); float clampResult154_g11670 = clamp( ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11675 = unity_OrthoParams.y; float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2)) + positionWS.y) / temp_output_81_0_g11675); float2 temp_cast_4 = (temp_output_8_0_g11675).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); float2 temp_cast_6 = (temp_output_8_0_g11675).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11675 = (float2( (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11673 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11673; float linValue16_g11718 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); float linValue16_g11674 = tex2D(_UberNoiseTexture, ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion * glitchFade152)); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D(_UberNoiseTexture, ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / appendResult2_g11728) * staticSwitch29_g11726)); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * _SqueezeFade)); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * ((_SineRotateAngle / 360.0) * PI) * _SineRotateFade)); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) * (1.0 / max(_PixelateFade, 1E-05))); float2 clampResult46_g11721 = clamp( (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / MultFactor30_g11721), float2(0, 0), float2(1, 1)); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + _UVScalePivot); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = (sin( (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * _WiggleOffset * _WiggleFade); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.texCoord0.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2(0, 0); float2 break10_g11731 = float2(1, 1); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2( (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( break10_g11731.x - break11_g11731.x)), (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch427 = (originalUV460 + (floor( ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = (tex2DNode4_g11748 - ((((( tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( _SharpenFactor * _SharpenFade))); float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.color).rgb), temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D(_UberNoiseTexture, (((IN.color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * temp_cast_15)).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); float clampResult28_g11754 = clamp( (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.color.a / 2.5) - distance( temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); float4 appendResult31_g11754 = (float4(lerpResult34_g11754, (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); float clampResult37_g11756 = clamp( (((IN.color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor))), 0.0, 1.0); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, (temp_output_1_0_g11756.a * pow( clampResult37_g11756, (_CustomFadeSmoothness / max( tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(positionWS.x, positionWS.y)); float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), float2(0.5, 0.5)); float4 appendResult42_g11759 = (float4( ((temp_output_1_0_g11759).rgb * min( (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D(_UberNoiseTexture, (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); float clampResult70_g11760 = clamp( (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, 1.0); float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, temp_output_63_0_g11760, clampResult70_g11760)); float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / temp_output_84_0_g11794) * _RecolorRGBBlueTint)); float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z) / 6.0)); float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, (appendResult56_g11794 * pow( saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), (staticSwitch81_g11794.w * _RecolorRGBFade)); float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); float4 ifLocalVar46_g11792 = 0; if (temp_output_43_0_g11792 >= 0.8333333) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if (temp_output_43_0_g11792 <= 0.6666667) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if (temp_output_43_0_g11792 <= 0.3333333) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if (temp_output_43_0_g11792 <= 0.1666667) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if (temp_output_43_0_g11792 >= 0.5) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z) / 6.0)); float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = (pow( max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z) / 6.0), 0.0001), max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; float4 appendResult4_g11802 = (float4( pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, hsvTorgb1_g11778.z)); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z) / 6.0); float clampResult25_g11796 = clamp( ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, clampResult25_g11796); float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, (lerpResult6_g11796 * pow( max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))), _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, (temp_output_4_0_g11774 + (_BlackTintColor).rgb), pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max( _BlackTintPower, 0.0001))); float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); float clampResult53_g11788 = clamp( (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, 1.0); float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, ((_InkSpreadColor).rgb * pow( max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); float3 hsvTorgb19_g11780 = HSVToRGB(float3( ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, hsvTorgb15_g11780.z)); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), _AddHueSaturation, _AddHueBrightness)); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4( ((hsvTorgb19_g11784 * pow( max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z) / 6.0), 0.0001), max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. a); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4( ((temp_output_1_0_g11781).rgb + (pow( max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z) / 6.0), 0.0001), max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) + _SineGlowMin))), temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z) / 6.0)).xxx; float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * temp_output_82_0_g11771); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D(_UberNoiseTexture, (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * _InnerOutlineDistortionIntensity); #else float2 staticSwitch169_g11771 = float2(0, 0); #endif float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( min( min( min( min( min( min(tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * temp_output_25_0_g11771))).a, tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( 0, 1)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + (( _InnerOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( -0.705, -0.705)) * temp_output_25_0_g11771))).a))); float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb * temp_output_82_0_g11799); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( (_OuterOutlineFade * 3.0), 1.0)); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, staticSwitch203_g11799); float linValue16_g11800 = tex2D(_UberNoiseTexture, (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * _OuterOutlineDistortionIntensity); #else float2 staticSwitch157_g11799 = float2(0, 0); #endif float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, min((max( max( max( max( max( max( max(tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2( 0, -1)) * temp_output_25_0_g11799))).a, tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(0, 1)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11799))) .a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2( -0.705, -0.705)) * temp_output_25_0_g11799))).a) * 3.0), 1.0), _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb * temp_output_82_0_g11776); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_213_0_g11776 = (_PixelOutlineFade * step( temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( (temp_output_213_0_g11776 * 3.0), 1.0)); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, min((max( max( max(tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) * temp_output_209_0_g11776))).a, tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11776))).a) * 3.0), 1.0), temp_output_213_0_g11776); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4( ((lerpResult15_g11763 * _PingPongGlowFade * pow( max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z) / 6.0), 0.0001), max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float temp_output_44_0_g11804 = unity_OrthoParams.y; float4 appendResult22_g11804 = (float4( ((_HologramTint).rgb * pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( pow(abs(sin( ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + positionWS.y) / temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a))); float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); float3 hsvTorgb3_g11810 = HSVToRGB(float3( (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D(_UberNoiseTexture, (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * _CamouflageDistortionIntensity) + temp_output_99_0_g11841); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); float clampResult52_g11841 = clamp( ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), 0.0, 1.0); float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), clampResult52_g11841); float linValue16_g11845 = tex2D(_UberNoiseTexture, ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); float clampResult65_g11841 = clamp( ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), 0.0, 1.0); float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, ((lerpResult68_g11841).rgb * pow( max(((break2_g11844.x + break2_g11844.x + break2_g11844 .y + break2_g11844.y + break2_g11844.y + break2_g11844.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D(_UberNoiseTexture, (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); float linValue16_g11837 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + (( temp_output_59_0_g11834 * _MetalNoiseSpeed) + temp_output_58_0_g11834)) * _MetalNoiseScale)).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z) / 6.0); float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / max(_MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z) / 6.0); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D(_UberNoiseTexture, (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); float linValue16_g11831 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11830 - 0.25) * _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * _FrozenHighlightScale)).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, ((pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * max((_FrozenSnowDensity - localMyCustomExpression16_g11828), 0.0))) + ((max( ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow( max(temp_output_7_0_g11826, 0.0001), max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); float linValue16_g11821 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * _BurnSwirlFactor) + temp_output_72_0_g11820) * _BurnInsideNoiseScale)).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, 1.0); float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, (pow( max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z) / 6.0), 0.0001), max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb * clampResult68_g11820) + (_BurnInsideColor).rgb)), clampResult18_g11820); float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); float3 hsvTorgb3_g11819 = HSVToRGB(float3( (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, 1.0)); float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, (hsvTorgb36_g11816.z * _RainbowBrightness))); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z) / 6.0)); float4 appendResult29_g11816 = (float4( ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z) / 6.0)).xxx; float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), float3((_ShineFrequency * temp_output_41_0_g11811), 0.0), float3(0, 0, 1), ((_ShineRotation / 180.0) * PI)); float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); float clampResult80_g11812 = clamp( (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4( (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D(_UberNoiseTexture, (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + temp_output_41_0_g11811) * _PoisonNoiseScale)).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); float4 appendResult27_g11847 = (float4( ((max( pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); float linValue16_g11854 = tex2D(_UberNoiseTexture, (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); float linValue16_g11852 = tex2D(_UberNoiseTexture, (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB(float3( ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * _EnchantedFade); float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * temp_output_45_0_g11851)); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z) / 6.0); float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) * _ShiftingDensity) % 1.0); float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, _ShiftingBrightness)); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); #endif float3 lerpResult31_g11856 = lerp(appendResult32_g11856, (staticSwitch26_g11856 * pow( max(temp_output_4_0_g11856, 0.0001), max(_ShiftingContrast, 0.0001))), _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * temp_output_27_0_g11863)); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - staticSwitch73_g11863); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); float2 Invert10_g11864 = float2(0, 1); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = (pow( max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z) / 6.0), 0.0001), max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, (tex2DNode3_g11863.a * _TextureLayer1Fade)); float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * temp_output_27_0_g11859)); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - staticSwitch73_g11859); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); float2 Invert10_g11860 = float2(0, 1); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = (pow( max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z) / 6.0), 0.0001), max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, (tex2DNode3_g11859.a * _TextureLayer2Fade)); float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, (break4_g11867.a * fullDistortionAlpha164))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)); float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, (break4_g11868.a * directionalDistortionAlpha167))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); float clampResult17_g11870 = clamp( (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / temp_output_53_0_g11870), 0.0, 1.0); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, (temp_output_1_0_g11870.a * clampResult17_g11870))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4( (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( temp_output_5_0_g11878, ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D(_UberNoiseTexture, (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); float clampResult17_g11880 = clamp( ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) ? ((1.0 - clampResult17_g11880)) : (clampResult17_g11880))))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D(_UberNoiseTexture, (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4( ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). rgb) + (temp_output_1_0_g11876).rgb), (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) ? ((1.0 - temp_output_76_0_g11876)) : (temp_output_75_0_g11876))))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), float3(0, 0, 1), (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D(_UberNoiseTexture, (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); float clampResult154_g11872 = clamp( ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) ? ((1.0 - clampResult154_g11872)) : (clampResult154_g11872))))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), float3(0, 0, 1), (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D(_UberNoiseTexture, (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); float temp_output_168_0_g11874 = max( ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( _DirectionalGlowFadeWidth, 0.001)), 0.0); float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); float4 appendResult3_g11874 = (float4( (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( 1.0, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), (temp_output_1_0_g11874.a * clampResult154_g11874))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( 0.01, _HalftoneFadeWidth)), 0.0); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / appendResult11_g11883)); float clampResult17_g11882 = clamp( saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, (temp_output_1_0_g11882.a * ((_HalftoneInvert) ? ((1.0 - clampResult17_g11882)) : (clampResult17_g11882))))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. a)); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4( ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, ((1.0 - temp_output_1_0_g11888.a) * step( _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. a)); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = (pow( max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z) / 6.0), 0.0001), max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, (_ShadowFade * tex2D( _MainTex, (finalUV146 - ((100.0 / appendResult2_g11893) * _ShadowOffset))).a))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); float4 appendResult18_g11894 = (float4( (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, (break4_g11895.a * customVertexAlpha193))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11898 = temp_output_344_0; float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.color).rgb), temp_output_1_0_g11898.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11898; #endif float4 lerpResult125 = lerp((originalColor191 * IN.color), staticSwitch342, fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11905 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11905 = (float4( ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); float4 staticSwitch6_g11905 = appendResult2_g11905; #else float4 staticSwitch6_g11905 = temp_output_7_0_g11905; #endif float4 Color = staticSwitch6_g11905; #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, surfaceData); InputData2D inputData; InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); half4 debugColor = 0; SETUP_DEBUG_DATA_2D(inputData, positionWS, positionCS); if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); Color.a = lerp(Color.a, alpha.r, _EnableAlphaTexture); #endif Color *= IN.color; return Color; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; #endif float2 _FadingNoiseScale; #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortTo; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; float2 _UVScalePivot; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; float _RainbowBrightness; float _RainbowContrast; float _RainbowDensity; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnFade; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnInsideNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; float _FrozenHighlightDensity; float _FrozenFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; float _EnchantedRainbowDensity; float _EnchantedBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeSmoothness; float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFrequency; #endif float _MaskBrightness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; float _HologramLineFrequency; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; #endif float _NormalIntensity; struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; int _ObjectId; int _PassValue; float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) { original -= center; float C = cos(angle); float S = sin(angle); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); return mul(finalMatrix, original) + center; } float MyCustomExpression16_g11716(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11666(float x) { float i = floor(x); float f = frac(x); float s = sign(frac(x / 2.0) - 0.5); float k = 0.5 + 0.5 * sin(i); return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); } float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } float snoise(float2 v) { const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); float2 i1; i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289(i); float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m * m; m = m * m; float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } float MyCustomExpression16_g11668(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11669(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11672(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11678(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0, 1.0) / size; uvs -= pixel * float2(0.5, 0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float MyCustomExpression16_g11789(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); float2 _ZeroVector = float2(0, 0); float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_positionCS); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11900 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; float temp_output_8_0_g11900 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * _SineMoveFade) + temp_output_2_0_g11900); #else float2 staticSwitch4_g11900 = temp_output_2_0_g11900; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11901 = temp_output_8_0_g11900; float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), (temp_output_30_0_g11901 * _VibrateRotation)); float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); #else float2 staticSwitch6_g11900 = staticSwitch4_g11900; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); #else float2 staticSwitch10_g11900 = staticSwitch6_g11900; #endif float2 temp_output_424_0 = staticSwitch10_g11900; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (v.positionOS).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord1 = screenPos; o.ase_texcoord2.xyz = ase_positionWS; o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_texcoord3 = float4(v.positionOS, 1); o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; o.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3(staticSwitch142, 0.0); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); float3 positionWS = TransformObjectToWorld(v.positionOS); o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN) : SV_TARGET { float2 texCoord363 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); float4 screenPos = IN.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = IN.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11665 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11666 = _WindMinIntensity; #else float staticSwitch117_g11666 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11666 = _WindMaxIntensity; #else float staticSwitch118_g11666 = WindMaxIntensity; #endif #endif float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11666 = _WindXPosition; #else float staticSwitch111_g11666 = transform62_g11666.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11666 = _WindNoiseScale; #else float staticSwitch113_g11666 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); #else float staticSwitch125_g11666 = WindTime; #endif float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + staticSwitch125_g11666); float x101_g11666 = temp_output_50_0_g11666; float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); float2 temp_cast_0 = (temp_output_50_0_g11666).xx; float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11666 = simplePerlin2D121_g11666; #else float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); #endif float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, staticSwitch123_g11666); float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), -_WindMaxRotation, _WindMaxRotation); float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); float2 appendResult27_g11666 = (float2( 0.0, (_WindSquishFactor * min( ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), _WindMaxRotation) * temp_output_39_0_g11666))); float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), (clampResult29_g11666 * temp_output_39_0_g11666)); float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; #else float2 staticSwitch4_g11665 = temp_output_3_0_g11665; #endif float2 texCoord435 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11667 = shaderPosition235; float linValue16_g11668 = tex2D(_UberNoiseTexture, (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); float linValue16_g11669 = tex2D(_UberNoiseTexture, ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), (localMyCustomExpression16_g11669 - 0.5))); float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * _FullDistortionDistortion)); #else float2 staticSwitch83 = staticSwitch4_g11665; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11670 = shaderPosition235; float linValue16_g11672 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)). r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); float3 break130_g11670 = rotatedValue136_g11670; float linValue16_g11671 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); float clampResult154_g11670 = clamp( ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11675 = unity_OrthoParams.y; float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675); float2 temp_cast_4 = (temp_output_8_0_g11675).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); float2 temp_cast_6 = (temp_output_8_0_g11675).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11675 = (float2( (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11673 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11673; float linValue16_g11718 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); float linValue16_g11674 = tex2D(_UberNoiseTexture, ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion * glitchFade152)); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D(_UberNoiseTexture, ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / appendResult2_g11728) * staticSwitch29_g11726)); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * _SqueezeFade)); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * (( _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) * (1.0 / max(_PixelateFade, 1E-05))); float2 clampResult46_g11721 = clamp( (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / MultFactor30_g11721), float2(0, 0), float2(1, 1)); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + _UVScalePivot); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = (sin( (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * _WiggleOffset * _WiggleFade); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2(0, 0); float2 break10_g11731 = float2(1, 1); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2( (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( break10_g11731.x - break11_g11731.x)), (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch427 = (originalUV460 + (floor( ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = (tex2DNode4_g11748 - ((((( tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( _SharpenFactor * _SharpenFade))); float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb), temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D(_UberNoiseTexture, (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * temp_cast_15)).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); float clampResult28_g11754 = clamp( (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); float4 appendResult31_g11754 = (float4(lerpResult34_g11754, (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); float clampResult37_g11756 = clamp( (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor))), 0.0, 1.0); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, (temp_output_1_0_g11756.a * pow(clampResult37_g11756, (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y)); float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), float2(0.5, 0.5)); float4 appendResult42_g11759 = (float4( ((temp_output_1_0_g11759).rgb * min( (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D(_UberNoiseTexture, (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); float clampResult70_g11760 = clamp( (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, 1.0); float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, temp_output_63_0_g11760, clampResult70_g11760)); float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / temp_output_84_0_g11794) * _RecolorRGBBlueTint)); float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z) / 6.0)); float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, (appendResult56_g11794 * pow( saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), (staticSwitch81_g11794.w * _RecolorRGBFade)); float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); float4 ifLocalVar46_g11792 = 0; if (temp_output_43_0_g11792 >= 0.8333333) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if (temp_output_43_0_g11792 <= 0.6666667) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if (temp_output_43_0_g11792 <= 0.3333333) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if (temp_output_43_0_g11792 <= 0.1666667) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if (temp_output_43_0_g11792 >= 0.5) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z) / 6.0)); float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, (appendResult56_g11792 * pow(saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = (pow( max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z) / 6.0), 0.0001), max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; float4 appendResult4_g11802 = (float4( pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, hsvTorgb1_g11778.z)); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z) / 6.0); float clampResult25_g11796 = clamp( ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, clampResult25_g11796); float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, (lerpResult6_g11796 * pow( max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))), _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, (temp_output_4_0_g11774 + (_BlackTintColor).rgb), pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); float clampResult53_g11788 = clamp( (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, 1.0); float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, ((_InkSpreadColor).rgb * pow( max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); float3 hsvTorgb19_g11780 = HSVToRGB(float3( ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, hsvTorgb15_g11780.z)); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), _AddHueSaturation, _AddHueBrightness)); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4( ((hsvTorgb19_g11784 * pow( max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z) / 6.0), 0.0001), max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. a); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4( ((temp_output_1_0_g11781).rgb + (pow( max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z) / 6.0), 0.0001), max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) + _SineGlowMin))), temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z) / 6.0)).xxx; float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * temp_output_82_0_g11771); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D(_UberNoiseTexture, (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * _InnerOutlineDistortionIntensity); #else float2 staticSwitch169_g11771 = float2(0, 0); #endif float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( min( min( min( min( min( min(tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * temp_output_25_0_g11771))).a, tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11771))). a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( -0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2( 0.705, -0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11771))).a))); float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb * temp_output_82_0_g11799); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( (_OuterOutlineFade * 3.0), 1.0)); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, staticSwitch203_g11799); float linValue16_g11800 = tex2D(_UberNoiseTexture, (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * _OuterOutlineDistortionIntensity); #else float2 staticSwitch157_g11799 = float2(0, 0); #endif float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, min((max( max( max( max( max( max( max( tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, -1)) * temp_output_25_0_g11799))) .a, tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, 1)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11799))).a) * 3.0), 1.0), _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb * temp_output_82_0_g11776); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_213_0_g11776 = (_PixelOutlineFade * step( temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( (temp_output_213_0_g11776 * 3.0), 1.0)); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, min((max( max( max(tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) * temp_output_209_0_g11776))).a, tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11776))).a) * 3.0), 1.0), temp_output_213_0_g11776); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4( ((lerpResult15_g11763 * _PingPongGlowFade * pow( max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z) / 6.0), 0.0001), max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float temp_output_44_0_g11804 = unity_OrthoParams.y; float4 appendResult22_g11804 = (float4( ((_HologramTint).rgb * pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max(pow(abs(sin( ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + ase_positionWS.y) / temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a))); float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); float3 hsvTorgb3_g11810 = HSVToRGB(float3( (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D(_UberNoiseTexture, (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * _CamouflageDistortionIntensity) + temp_output_99_0_g11841); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); float clampResult52_g11841 = clamp( ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), 0.0, 1.0); float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), clampResult52_g11841); float linValue16_g11845 = tex2D(_UberNoiseTexture, ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); float clampResult65_g11841 = clamp( ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), 0.0, 1.0); float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, ((lerpResult68_g11841).rgb * pow( max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D(_UberNoiseTexture, (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); float linValue16_g11837 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + ((temp_output_59_0_g11834 * _MetalNoiseSpeed) + temp_output_58_0_g11834)) * _MetalNoiseScale)).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z) / 6.0); float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / max(_MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z) / 6.0); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D(_UberNoiseTexture, (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); float linValue16_g11831 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11830 - 0.25) * _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * _FrozenHighlightScale)).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, ((pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * max((_FrozenSnowDensity - localMyCustomExpression16_g11828), 0.0))) + ((max( ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow( max(temp_output_7_0_g11826, 0.0001), max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); float linValue16_g11821 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * _BurnSwirlFactor) + temp_output_72_0_g11820) * _BurnInsideNoiseScale)).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, 1.0); float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, (pow( max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z) / 6.0), 0.0001), max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb * clampResult68_g11820) + (_BurnInsideColor).rgb)), clampResult18_g11820); float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); float3 hsvTorgb3_g11819 = HSVToRGB(float3( (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, 1.0)); float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, (hsvTorgb36_g11816.z * _RainbowBrightness))); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z) / 6.0)); float4 appendResult29_g11816 = (float4( ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z) / 6.0)).xxx; float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), float3((_ShineFrequency * temp_output_41_0_g11811), 0.0), float3(0, 0, 1), ((_ShineRotation / 180.0) * PI)); float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); float clampResult80_g11812 = clamp( (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4( (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D(_UberNoiseTexture, (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + temp_output_41_0_g11811) * _PoisonNoiseScale)).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); float4 appendResult27_g11847 = (float4( ((max( pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); float linValue16_g11854 = tex2D(_UberNoiseTexture, (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); float linValue16_g11852 = tex2D(_UberNoiseTexture, (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB(float3( ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * _EnchantedFade); float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * temp_output_45_0_g11851)); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z) / 6.0); float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) * _ShiftingDensity) % 1.0); float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, _ShiftingBrightness)); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); #endif float3 lerpResult31_g11856 = lerp(appendResult32_g11856, (staticSwitch26_g11856 * pow( max(temp_output_4_0_g11856, 0.0001), max(_ShiftingContrast, 0.0001))), _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * temp_output_27_0_g11863)); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - staticSwitch73_g11863); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); float2 Invert10_g11864 = float2(0, 1); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = (pow( max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z) / 6.0), 0.0001), max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, (tex2DNode3_g11863.a * _TextureLayer1Fade)); float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * temp_output_27_0_g11859)); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - staticSwitch73_g11859); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); float2 Invert10_g11860 = float2(0, 1); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = (pow( max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z) / 6.0), 0.0001), max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, (tex2DNode3_g11859.a * _TextureLayer2Fade)); float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, (break4_g11867.a * fullDistortionAlpha164))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)); float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, (break4_g11868.a * directionalDistortionAlpha167))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); float clampResult17_g11870 = clamp( (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / temp_output_53_0_g11870), 0.0, 1.0); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, (temp_output_1_0_g11870.a * clampResult17_g11870))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4( (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( temp_output_5_0_g11878, ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D(_UberNoiseTexture, (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); float clampResult17_g11880 = clamp( ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) ? ((1.0 - clampResult17_g11880)) : (clampResult17_g11880))))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D(_UberNoiseTexture, (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4( ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). rgb) + (temp_output_1_0_g11876).rgb), (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) ? ((1.0 - temp_output_76_0_g11876)) : (temp_output_75_0_g11876))))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), float3(0, 0, 1), (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D(_UberNoiseTexture, (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); float clampResult154_g11872 = clamp( ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) ? ((1.0 - clampResult154_g11872)) : (clampResult154_g11872))))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), float3(0, 0, 1), (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D(_UberNoiseTexture, (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); float temp_output_168_0_g11874 = max( ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( _DirectionalGlowFadeWidth, 0.001)), 0.0); float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); float4 appendResult3_g11874 = (float4( (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( 1.0, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), (temp_output_1_0_g11874.a * clampResult154_g11874))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( 0.01, _HalftoneFadeWidth)), 0.0); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / appendResult11_g11883)); float clampResult17_g11882 = clamp( saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, (temp_output_1_0_g11882.a * ((_HalftoneInvert) ? ((1.0 - clampResult17_g11882)) : (clampResult17_g11882))))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. a)); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4( ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, ((1.0 - temp_output_1_0_g11888.a) * step( _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. a)); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = (pow( max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z) / 6.0), 0.0001), max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, (_ShadowFade * tex2D( _MainTex, (finalUV146 - ((100.0 / appendResult2_g11893) * _ShadowOffset))).a))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); float4 appendResult18_g11894 = (float4( (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, (break4_g11895.a * customVertexAlpha193))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11898 = temp_output_344_0; float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb), temp_output_1_0_g11898.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11898; #endif float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11905 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11905 = (float4( ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); float4 staticSwitch6_g11905 = appendResult2_g11905; #else float4 staticSwitch6_g11905 = temp_output_7_0_g11905; #endif float4 Color = staticSwitch6_g11905; half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } Cull Off HLSLPROGRAM #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ DEBUG_DISPLAY SKINNED_SPRITE #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX_NORMAL_OUTPUT #define FEATURES_GRAPH_VERTEX_TANGENT_OUTPUT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/Core2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; #endif float2 _FadingNoiseScale; #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortTo; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; float2 _UVScalePivot; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; float _RainbowBrightness; float _RainbowContrast; float _RainbowDensity; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnFade; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnInsideNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; float _FrozenHighlightDensity; float _FrozenFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedRainbowSpeed; float _EnchantedRainbowDensity; float _EnchantedBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeSmoothness; float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFrequency; #endif float _MaskBrightness; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; float _HologramLineFrequency; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; #endif float _NormalIntensity; struct VertexInput { float3 positionOS : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_SKINNED_VERTEX_INPUTS UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 _SelectionID; float3 RotateAroundAxis(float3 center, float3 original, float3 u, float angle) { original -= center; float C = cos(angle); float S = sin(angle); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3(m00, m01, m02, m10, m11, m12, m20, m21, m22); return mul(finalMatrix, original) + center; } float MyCustomExpression16_g11716(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11666(float x) { float i = floor(x); float f = frac(x); float s = sign(frac(x / 2.0) - 0.5); float k = 0.5 + 0.5 * sin(i); return s * f * (f - 1.0) * ((16.0 * k - 4.0) * f * (f - 1.0) - 1.0); } float3 mod2D289(float3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float2 mod2D289(float2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; } float3 permute(float3 x) { return mod2D289(((x * 34.0) + 1.0) * x); } float snoise(float2 v) { const float4 C = float4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439); float2 i = floor(v + dot(v, C.yy)); float2 x0 = v - i + dot(i, C.xx); float2 i1; i1 = (x0.x > x0.y) ? float2(1.0, 0.0) : float2(0.0, 1.0); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289(i); float3 p = permute(permute(i.y + float3(0.0, i1.y, 1.0)) + i.x + float3(0.0, i1.x, 1.0)); float3 m = max(0.5 - float3(dot(x0, x0), dot(x12.xy, x12.xy), dot(x12.zw, x12.zw)), 0.0); m = m * m; m = m * m; float3 x = 2.0 * frac(p * C.www) - 1.0; float3 h = abs(x) - 0.5; float3 ox = floor(x + 0.5); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * (a0 * a0 + h * h); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot(m, g); } float MyCustomExpression16_g11668(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11669(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11672(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11678(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth(sampler2D tex, float4 textureTexelSize, float2 uvs) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0, 1.0) / size; uvs -= pixel * float2(0.5, 0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5, 0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV, 0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766(float3 In, float3 From, float3 To, float Fuzziness, float Range) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y); } float MyCustomExpression16_g11789(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860(float2 UV, int Width, int Height, float Tile, float2 Invert) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875(float linValue) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); UNITY_SKINNED_VERTEX_COMPUTE(v); v.positionOS = UnityFlipSprite(v.positionOS, unity_SpriteProps.xy); float2 _ZeroVector = float2(0, 0); float2 texCoord363 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); float4 ase_positionCS = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_positionCS); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld((v.positionOS).xyz); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2((_SquishStretch * (break77_g11897.x - 0.5) * _SquishFade), (_SquishFade * (break77_g11897.y + _SquishFlip) * -_SquishSquish))); float2 staticSwitch198 = (appendResult72_g11897 + _ZeroVector); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11900 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; float temp_output_8_0_g11900 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11900 = ((sin((temp_output_8_0_g11900 * _SineMoveFrequency)) * _SineMoveOffset * _SineMoveFade) + temp_output_2_0_g11900); #else float2 staticSwitch4_g11900 = temp_output_2_0_g11900; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11901 = temp_output_8_0_g11900; float3 rotatedValue21_g11901 = RotateAroundAxis(float3(0, 0, 0), float3(0, 1, 0), float3(0, 0, 1), (temp_output_30_0_g11901 * _VibrateRotation)); float2 staticSwitch6_g11900 = ((sin((_VibrateFrequency * temp_output_30_0_g11901)) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11901).xy) + staticSwitch4_g11900); #else float2 staticSwitch6_g11900 = staticSwitch4_g11900; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11900 = (staticSwitch6_g11900 + ((v.positionOS).xy * (((sin( (_SineScaleFrequency * temp_output_8_0_g11900)) + 1.0) * 0.5) * _SineScaleFactor))); #else float2 staticSwitch10_g11900 = staticSwitch6_g11900; #endif float2 temp_output_424_0 = staticSwitch10_g11900; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod(_FadingMask, float4(uv_FadingMask, 0, 0.0)); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float2 texCoord435 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = v.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (v.positionOS).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((v.positionOS).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; float linValue16_g11716 = tex2Dlod(_UberNoiseTexture, float4((shaderPosition235 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod(_UberNoiseTexture, float4((temp_output_27_0_g11713 * _FadingNoiseScale), 0, 0.0)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp(float2(0, 0), temp_output_424_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord1 = screenPos; o.ase_texcoord2.xyz = ase_positionWS; o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_texcoord3 = float4(v.positionOS, 1); o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; o.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3(staticSwitch142, 0.0); #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS = vertexValue; #else v.positionOS += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS); float3 positionWS = TransformObjectToWorld(v.positionOS); o.positionCS = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN) : SV_TARGET { float2 texCoord363 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); float4 screenPos = IN.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = (UNITY_NEAR_CLIP_VALUE >= 0) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = (((((((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / 10.0))).xy * _ScreenTilingScale) + _ScreenTilingOffset) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656)); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = IN.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ((((ase_positionWS).xy * _WorldTilingScale) + _WorldTilingOffset) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657)); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch449 = (floor((originalUV460 * appendResult7_g11658)) / appendResult7_g11658); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x, _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z, _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2(0, 0); float2 break8_g11662 = float2(1, 1); float2 appendResult15_g11662 = (float2( (break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / ( break10_g11662.x - break11_g11662.x)), (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / ( break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11665 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11666 = _WindMinIntensity; #else float staticSwitch117_g11666 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11666 = _WindMaxIntensity; #else float staticSwitch118_g11666 = WindMaxIntensity; #endif #endif float4 transform62_g11666 = mul(GetWorldToObjectMatrix(), float4(0, 0, 0, 1)); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11666 = _WindXPosition; #else float staticSwitch111_g11666 = transform62_g11666.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11666 = _WindNoiseScale; #else float staticSwitch113_g11666 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11663 = _TimeValue; #else float staticSwitch44_g11663 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11663 = UnscaledTime; #else float staticSwitch34_g11663 = staticSwitch44_g11663; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11663 = (staticSwitch34_g11663 * _TimeSpeed); #else float staticSwitch37_g11663 = staticSwitch34_g11663; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11663 = (floor((staticSwitch37_g11663 * _TimeFPS)) / _TimeFPS); #else float staticSwitch38_g11663 = staticSwitch37_g11663; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11663 = ((sin((staticSwitch38_g11663 * _TimeFrequency)) * _TimeRange) + 100.0); #else float staticSwitch42_g11663 = staticSwitch38_g11663; #endif float shaderTime237 = staticSwitch42_g11663; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11666 = (shaderTime237 * _WindNoiseSpeed); #else float staticSwitch125_g11666 = WindTime; #endif float temp_output_50_0_g11666 = ((staticSwitch111_g11666 * staticSwitch113_g11666) + staticSwitch125_g11666); float x101_g11666 = temp_output_50_0_g11666; float localFastNoise101_g11666 = FastNoise101_g11666(x101_g11666); float2 temp_cast_0 = (temp_output_50_0_g11666).xx; float simplePerlin2D121_g11666 = snoise(temp_cast_0 * 0.5); simplePerlin2D121_g11666 = simplePerlin2D121_g11666 * 0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11666 = simplePerlin2D121_g11666; #else float staticSwitch123_g11666 = (localFastNoise101_g11666 + 0.5); #endif float lerpResult86_g11666 = lerp(staticSwitch117_g11666, staticSwitch118_g11666, staticSwitch123_g11666); float clampResult29_g11666 = clamp(((_WindRotationWindFactor * lerpResult86_g11666) + _WindRotation), -_WindMaxRotation, _WindMaxRotation); float2 temp_output_1_0_g11666 = temp_output_3_0_g11665; float temp_output_39_0_g11666 = (temp_output_1_0_g11666.y + _WindFlip); float3 appendResult43_g11666 = (float3(0.5, -_WindFlip, 0.0)); float2 appendResult27_g11666 = (float2( 0.0, (_WindSquishFactor * min( ((_WindSquishWindFactor * abs(lerpResult86_g11666)) + abs(_WindRotation)), _WindMaxRotation) * temp_output_39_0_g11666))); float3 rotatedValue19_g11666 = RotateAroundAxis(appendResult43_g11666, float3((appendResult27_g11666 + temp_output_1_0_g11666), 0.0), float3(0, 0, 1), (clampResult29_g11666 * temp_output_39_0_g11666)); float2 staticSwitch4_g11665 = (rotatedValue19_g11666).xy; #else float2 staticSwitch4_g11665 = temp_output_3_0_g11665; #endif float2 texCoord435 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = (floor((texCoord435 * temp_output_432_0)) / temp_output_432_0); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11664 = staticSwitch437; float3 ase_objectScale = float3(length(GetObjectToWorldMatrix()[0].xyz), length(GetObjectToWorldMatrix()[1].xyz), length(GetObjectToWorldMatrix()[2].xyz)); float2 texCoord23_g11664 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11664 = (float2(_RectWidth, _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11664 = temp_output_61_0_g11664; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11664 = (IN.ase_texcoord3.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11664 = ((IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11664 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11664 = (texCoord23_g11664 * (appendResult28_g11664 / _PixelsPerUnit)); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11664 = (((ase_positionSSNorm).xy * (_ScaledScreenParams).xy) / ( _ScaledScreenParams.x / _ScreenWidthUnits)); #else float2 staticSwitch1_g11664 = (temp_output_61_0_g11664 / (_PixelsPerUnit * (_MainTex_TexelSize).xy)); #endif float2 shaderPosition235 = staticSwitch1_g11664; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11667 = shaderPosition235; float linValue16_g11668 = tex2D(_UberNoiseTexture, (temp_output_195_0_g11667 * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668(linValue16_g11668); float linValue16_g11669 = tex2D(_UberNoiseTexture, ((temp_output_195_0_g11667 + float2(0.321, 0.321)) * _FullDistortionNoiseScale)).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669(linValue16_g11669); float2 appendResult189_g11667 = (float2((localMyCustomExpression16_g11668 - 0.5), (localMyCustomExpression16_g11669 - 0.5))); float2 staticSwitch83 = (staticSwitch4_g11665 + ((1.0 - _FullDistortionFade) * appendResult189_g11667 * _FullDistortionDistortion)); #else float2 staticSwitch83 = staticSwitch4_g11665; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11670 = shaderPosition235; float linValue16_g11672 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionDistortionScale)).r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672(linValue16_g11672); float3 rotatedValue168_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(_DirectionalDistortionDistortion, 0.0), float3(0, 0, 1), (((localMyCustomExpression16_g11672 - 0.5) * 2.0 * _DirectionalDistortionRandomDirection) * PI)); float3 rotatedValue136_g11670 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_182_0_g11670, 0.0), float3(0, 0, 1), (((_DirectionalDistortionRotation / 180.0) + -0.25) * PI)); float3 break130_g11670 = rotatedValue136_g11670; float linValue16_g11671 = tex2D(_UberNoiseTexture, (temp_output_182_0_g11670 * _DirectionalDistortionNoiseScale)).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671(linValue16_g11671); float clampResult154_g11670 = clamp( ((break130_g11670.x + break130_g11670.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11671 * _DirectionalDistortionNoiseFactor)) / max( _DirectionalDistortionWidth, 0.001)), 0.0, 1.0); float2 staticSwitch82 = (staticSwitch83 + ((rotatedValue168_g11670).xy * (1.0 - ( (_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670))))); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11675 = unity_OrthoParams.y; float temp_output_8_0_g11675 = (((shaderTime237 * (_HologramDistortionSpeed * temp_output_81_0_g11675 * 0.2)) + ase_positionWS.y) / temp_output_81_0_g11675); float2 temp_cast_4 = (temp_output_8_0_g11675).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11677 = tex2D(_UberNoiseTexture, (temp_cast_4 * temp_cast_5)).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677(linValue16_g11677); float clampResult75_g11675 = clamp(localMyCustomExpression16_g11677, 0.075, 0.6); float2 temp_cast_6 = (temp_output_8_0_g11675).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11678 = tex2D(_UberNoiseTexture, (temp_cast_6 * temp_cast_7)).r; float localMyCustomExpression16_g11678 = MyCustomExpression16_g11678(linValue16_g11678); float2 appendResult2_g11676 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11675 = (float2( (((clampResult75_g11675 * (localMyCustomExpression16_g11678 - 0.5)) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11676).x) * hologramFade182), 0.0)); float2 staticSwitch59 = (staticSwitch82 + appendResult44_g11675); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11673 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11673; float linValue16_g11718 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchDistortionSpeed * shaderTime237)) * _GlitchDistortionScale)).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718(linValue16_g11718); float linValue16_g11674 = tex2D(_UberNoiseTexture, ((temp_output_18_0_g11673 + (_GlitchMaskSpeed * shaderTime237)) * _GlitchMaskScale)).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674(linValue16_g11674); float glitchFade152 = (max(localMyCustomExpression16_g11674, _GlitchMaskMin) * _GlitchFade); float2 staticSwitch62 = (staticSwitch59 + ((localMyCustomExpression16_g11718 - 0.5) * _GlitchDistortion * glitchFade152)); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D(_UberNoiseTexture, ((temp_output_26_0_g11719 + (_UVDistortSpeed * temp_output_25_0_g11719)) * _UVDistortNoiseScale)).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729(linValue16_g11729); float2 lerpResult21_g11726 = lerp(_UVDistortFrom, _UVDistortTo, localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D(_UVDistortMask, uv_UVDistortMask); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = (_UVDistortFade * (tex2DNode3_g11727.r * tex2DNode3_g11727.a)); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = (temp_output_1_0_g11719 + (lerpResult21_g11726 * (100.0 / appendResult2_g11728) * staticSwitch29_g11726)); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = (temp_output_1_0_g11725 + ((temp_output_1_0_g11725 - _SqueezeCenter) * pow(distance(temp_output_1_0_g11725, _SqueezeCenter), _SqueezePower) * _SqueezeScale * _SqueezeFade)); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis(float3(_SineRotatePivot, 0.0), float3(staticSwitch7_g11719, 0.0), float3(0, 0, 1), (sin((temp_output_25_0_g11719 * _SineRotateFrequency)) * (( _SineRotateAngle / 360.0) * PI) * _SineRotateFade)); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis(float3(_UVRotatePivot, 0.0), float3(staticSwitch9_g11719, 0.0), float3(0, 0, 1), (temp_output_25_0_g11719 * _UVRotateSpeed * PI)); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ((_UVScrollSpeed * temp_output_25_0_g11719) + staticSwitch16_g11719); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ((_PixelatePixelDensity * (appendResult35_g11721 / _PixelatePixelsPerUnit)) * (1.0 / max(_PixelateFade, 1E-05))); float2 clampResult46_g11721 = clamp( (floor((MultFactor30_g11721 * (staticSwitch14_g11719 + (float2(0.5, 0.5) / MultFactor30_g11721)))) / MultFactor30_g11721), float2(0, 0), float2(1, 1)); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = (((staticSwitch4_g11719 - _UVScalePivot) / _UVScaleScale) + _UVScalePivot); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = (sin( (_WiggleFrequency * (temp_output_26_0_g11719.y + (_WiggleSpeed * temp_output_25_0_g11719)))) * _WiggleOffset * _WiggleFade); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = (temp_output_7_0_g11730 * temp_output_1_0_g11730.y); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730, 0.0)); float2 staticSwitch13_g11730 = (temp_output_1_0_g11730 + appendResult12_g11730); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.ase_texcoord.xy * float2(1, 1) + float2(0, 0); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D(_FadingMask, uv_FadingMask); #endif float temp_output_4_0_g11715 = max(_FadingWidth, 0.001); float linValue16_g11716 = tex2D(_UberNoiseTexture, (shaderPosition235 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716(linValue16_g11716); float clampResult14_g11715 = clamp( (((_FadingFade * (1.0 + temp_output_4_0_g11715)) - localMyCustomExpression16_g11716) / temp_output_4_0_g11715), 0.0, 1.0); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D(_UberNoiseTexture, (temp_output_27_0_g11713 * _FadingNoiseScale)).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714(linValue16_g11714); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ((_FadingFade - (distance(_FadingPosition, temp_output_27_0_g11713) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor))) / max(_FadingWidth, 0.001)), 0.0, 1.0); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = (_FadingFade * (tex2DNode3_g11712.r * tex2DNode3_g11712.a)); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11715; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp(texCoord131, temp_output_484_0, fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = (((staticSwitch145 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2(0, 0); float2 break10_g11731 = float2(1, 1); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2( (break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / ( break10_g11731.x - break11_g11731.x)), (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / ( break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min(max(appendResult15_g11731, spriteRectMin376), spriteRectMax377); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 staticSwitch427 = (originalUV460 + (floor( ((staticSwitch371 - uvAfterPixelArt450) * appendResult7_g11732)) / appendResult7_g11732)); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734, textureTexelSize3_g11734, uvs3_g11734); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D(_MainTex, temp_output_1_0_g11733); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = (_GaussianBlurOffset * _GaussianBlurFade * 0.005); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745, 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = (appendResult16_g11745 * appendResult25_g11747); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, 1))); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0, temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = (appendResult17_g11745 * appendResult25_g11746); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736, 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = (appendResult16_g11736 * appendResult25_g11738); float2 temp_output_1_0_g11736 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, 1))); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0, temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = (appendResult17_g11736 * appendResult25_g11737); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742, 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = (appendResult16_g11742 * appendResult25_g11744); float2 temp_output_1_0_g11742 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(-1, -1))); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0, temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = (appendResult17_g11742 * appendResult25_g11743); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739, 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = (appendResult16_g11739 * appendResult25_g11741); float2 temp_output_1_0_g11739 = (temp_output_7_0_g11735 + (temp_output_10_0_g11735 * float2(1, -1))); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0, temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = (appendResult17_g11739 * appendResult25_g11740); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ((((tex2D(_MainTex, (temp_output_26_0_g11747 + temp_output_1_0_g11747)) + tex2D(_MainTex, (-temp_output_26_0_g11747 + temp_output_1_0_g11747))) + ( tex2D(_MainTex, (temp_output_26_0_g11746 + temp_output_1_0_g11746)) + tex2D(_MainTex, (-temp_output_26_0_g11746 + temp_output_1_0_g11746)))) + (( tex2D(_MainTex, (temp_output_26_0_g11738 + temp_output_1_0_g11738)) + tex2D(_MainTex, (-temp_output_26_0_g11738 + temp_output_1_0_g11738))) + ( tex2D(_MainTex, (temp_output_26_0_g11737 + temp_output_1_0_g11737)) + tex2D(_MainTex, (-temp_output_26_0_g11737 + temp_output_1_0_g11737)))) + (( tex2D(_MainTex, (temp_output_26_0_g11744 + temp_output_1_0_g11744)) + tex2D(_MainTex, (-temp_output_26_0_g11744 + temp_output_1_0_g11744))) + ( tex2D(_MainTex, (temp_output_26_0_g11743 + temp_output_1_0_g11743)) + tex2D(_MainTex, (-temp_output_26_0_g11743 + temp_output_1_0_g11743)))) + (( tex2D(_MainTex, (temp_output_26_0_g11741 + temp_output_1_0_g11741)) + tex2D(_MainTex, (-temp_output_26_0_g11741 + temp_output_1_0_g11741))) + (tex2D( _MainTex, (temp_output_26_0_g11740 + temp_output_1_0_g11740)) + tex2D( _MainTex, (-temp_output_26_0_g11740 + temp_output_1_0_g11740))))) * 0.0625); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D(_MainTex, temp_output_1_0_g11748); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749, 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = (appendResult16_g11749 * appendResult25_g11751); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0, temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x, _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = (appendResult17_g11749 * appendResult25_g11750); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = (tex2DNode4_g11748 - ((((( tex2D(_MainTex, (temp_output_26_0_g11751 + temp_output_1_0_g11751)) + tex2D(_MainTex, (-temp_output_26_0_g11751 + temp_output_1_0_g11751))) + ( tex2D(_MainTex, (temp_output_26_0_g11750 + temp_output_1_0_g11750)) + tex2D( _MainTex, (-temp_output_26_0_g11750 + temp_output_1_0_g11750)))) / 4.0) - tex2DNode4_g11748) * ( _SharpenFactor * _SharpenFade))); float clampResult23_g11748 = clamp(break22_g11748.a, 0.0, 1.0); float4 appendResult24_g11748 = (float4(break22_g11748.r, break22_g11748.g, break22_g11748.b, clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(((temp_output_1_0_g11752).rgb * (IN.ase_color).rgb), temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D(_UberNoiseTexture, (((IN.ase_color.r * ((_SmokeVertexSeed) ? (5.0) : (0.0))) + temp_output_43_0_g11754) * temp_cast_15)).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755(linValue16_g11755); float clampResult28_g11754 = clamp( (((localMyCustomExpression16_g11755 - 1.0) * _SmokeNoiseFactor) + (((IN.ase_color.a / 2.5) - distance(temp_output_43_0_g11754, float2(0.5, 0.5))) * 2.5 * _SmokeSmoothness)), 0.0, 1.0); float3 lerpResult34_g11754 = lerp((temp_output_1_0_g11754).rgb, float3(0, 0, 0), ((1.0 - clampResult28_g11754) * _SmokeDarkEdge)); float4 appendResult31_g11754 = (float4(lerpResult34_g11754, (clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D(_CustomFadeFadeMask, temp_output_57_0_g11756); float linValue16_g11757 = tex2D(_UberNoiseTexture, (temp_output_57_0_g11756 * _CustomFadeNoiseScale)).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757(linValue16_g11757); float clampResult37_g11756 = clamp( (((IN.ase_color.a * 2.0) - 1.0) + (tex2DNode3_g11756.r + (localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor))), 0.0, 1.0); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb, (temp_output_1_0_g11756.a * pow(clampResult37_g11756, (_CustomFadeSmoothness / max(tex2DNode3_g11756.r, 0.05))) * _CustomFadeAlpha))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(ase_positionWS.x, ase_positionWS.y)); float2 temp_output_44_0_g11759 = (appendResult4_g11759 * _CheckerboardTiling * 0.5); float2 break12_g11759 = step((ceil(temp_output_44_0_g11759) - temp_output_44_0_g11759), float2(0.5, 0.5)); float4 appendResult42_g11759 = (float4( ((temp_output_1_0_g11759).rgb * min( (_CheckerboardDarken + abs((-break12_g11759.x + break12_g11759.y))), 1.0)), temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D(_UberNoiseTexture, (((shaderTime237 * _FlameSpeed) + temp_output_75_0_g11760) * _FlameNoiseScale)).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761(linValue16_g11761); float saferPower57_g11760 = abs(max((temp_output_75_0_g11760.y - 0.2), 0.0)); float temp_output_47_0_g11760 = max(_FlameRadius, 0.01); float clampResult70_g11760 = clamp( (((localMyCustomExpression16_g11761 * pow(saferPower57_g11760, _FlameNoiseHeightFactor) * _FlameNoiseFactor) + ((temp_output_47_0_g11760 - distance( temp_output_75_0_g11760, float2(0.5, 0.4))) / temp_output_47_0_g11760)) * _FlameSmooth), 0.0, 1.0); float temp_output_63_0_g11760 = (clampResult70_g11760 * _FlameBrightness); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760, temp_output_63_0_g11760, temp_output_63_0_g11760, clampResult70_g11760)); float4 staticSwitch6_g11758 = (appendResult31_g11760 * staticSwitch2_g11758); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb, 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D(_RecolorRGBTexture, temp_output_1_0_g11762); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max((break82_g11794.x + break82_g11794.y + break82_g11794.z), 0.001); float4 break71_g11794 = ((_RecolorRGBRedTint * (break82_g11794.x / temp_output_84_0_g11794)) + ( _RecolorRGBGreenTint * (break82_g11794.y / temp_output_84_0_g11794)) + ((break82_g11794.z / temp_output_84_0_g11794) * _RecolorRGBBlueTint)); float3 appendResult56_g11794 = (float3(break71_g11794.r, break71_g11794.g, break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ((break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z) / 6.0)); float3 lerpResult26_g11794 = lerp((temp_output_1_0_g11794).rgb, (appendResult56_g11794 * pow( saferPower57_g11794, (max(break71_g11794.a, 0.01) * 2.0))), (staticSwitch81_g11794.w * _RecolorRGBFade)); float4 appendResult30_g11794 = (float4(lerpResult26_g11794, temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D(_RecolorRGBYCPTexture, temp_output_1_0_g11762); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV(staticSwitch62_g11792.rgb); float temp_output_43_0_g11792 = ((hsvTorgb33_g11792.x + 0.08333334) % 1.0); float4 ifLocalVar46_g11792 = 0; if (temp_output_43_0_g11792 >= 0.8333333) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if (temp_output_43_0_g11792 <= 0.6666667) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if (temp_output_43_0_g11792 <= 0.3333333) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if (temp_output_43_0_g11792 <= 0.1666667) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if (temp_output_43_0_g11792 >= 0.5) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r, break55_g11792.g, break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ((break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z) / 6.0)); float3 lerpResult26_g11792 = lerp((temp_output_1_0_g11792).rgb, (appendResult56_g11792 * pow( saferPower57_g11792, max((break55_g11792.a * 2.0), 0.01))), (hsvTorgb33_g11792.z * _RecolorRGBYCPFade)); float4 appendResult30_g11792 = (float4(lerpResult26_g11792, temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = (pow( max(((break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z) / 6.0), 0.0001), max(_ColorReplaceContrast, 0.0001)) * (_ColorReplaceToColor).rgb); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766, From115_g11766, To115_g11766, Fuzziness115_g11766, Range115_g11766); float3 lerpResult112_g11766 = lerp(temp_output_2_0_g11766, localMyCustomExpression115_g11766, _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766, temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp(temp_output_9_0_g11779, (1.0 - temp_output_9_0_g11779), _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779, temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max(_Contrast, 0.0001)).xxx; float4 appendResult4_g11802 = (float4( pow(max((temp_output_1_0_g11802).rgb, float3(0.0001, 0.0001, 0.0001)), temp_cast_30), temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(((temp_output_2_0_g11777).rgb * _Brightness), temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV(temp_output_2_0_g11778.rgb); float3 hsvTorgb3_g11778 = HSVToRGB(float3((hsvTorgb1_g11778.x + _Hue), hsvTorgb1_g11778.y, hsvTorgb1_g11778.z)); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778, temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ((break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z) / 6.0); float clampResult25_g11796 = clamp( ((((temp_output_3_0_g11796 + _SplitToningShift) - 0.5) * _SplitToningBalance) + 0.5), 0.0, 1.0); float3 lerpResult6_g11796 = lerp((_SplitToningShadowsColor).rgb, (_SplitToningHighlightsColor).rgb, clampResult25_g11796); float3 lerpResult11_g11796 = lerp((temp_output_1_0_g11796).rgb, (lerpResult6_g11796 * pow(max(temp_output_3_0_g11796, 0.0001), max(_SplitToningContrast, 0.0001))), _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796, temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp(temp_output_4_0_g11774, (temp_output_4_0_g11774 + (_BlackTintColor).rgb), pow(max((1.0 - min(max(max(break12_g11774.r, break12_g11774.g), break12_g11774.b), 1.0)), 0.0001), max(_BlackTintPower, 0.0001))); float3 lerpResult13_g11774 = lerp(temp_output_4_0_g11774, lerpResult7_g11774, _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774, break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D(_UberNoiseTexture, (temp_output_65_0_g11788 * _InkSpreadNoiseScale)).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789(linValue16_g11789); float clampResult53_g11788 = clamp( (((_InkSpreadDistance - distance(_InkSpreadPosition, temp_output_65_0_g11788)) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor)) / max(_InkSpreadWidth, 0.001)), 0.0, 1.0); float3 lerpResult7_g11788 = lerp((temp_output_1_0_g11788).rgb, ((_InkSpreadColor).rgb * pow( max(((break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z) / 6.0), 0.0001), max(_InkSpreadContrast, 0.0001))), (_InkSpreadFade * clampResult53_g11788)); float4 appendResult9_g11788 = (float4(lerpResult7_g11788, (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV((temp_output_1_0_g11780).rgb); float3 hsvTorgb19_g11780 = HSVToRGB(float3( ((temp_output_39_0_g11762 * _ShiftHueSpeed) + hsvTorgb15_g11780.x), hsvTorgb15_g11780.y, hsvTorgb15_g11780.z)); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780, temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB(float3(((temp_output_39_0_g11762 * _AddHueSpeed) % 1.0), _AddHueSaturation, _AddHueBrightness)); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D(_AddHueMask, uv_AddHueMask); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = (_AddHueFade * (tex2DNode3_g11785.r * tex2DNode3_g11785.a)); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4( ((hsvTorgb19_g11784 * pow( max(((break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z) / 6.0), 0.0001), max(_AddHueContrast, 0.0001)) * staticSwitch33_g11784) + (temp_output_1_0_g11784).rgb), temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D(_SineGlowMask, uv_SineGlowMask); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ((tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781. a); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4( ((temp_output_1_0_g11781).rgb + (pow( max(((break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z) / 6.0), 0.0001), max(_SineGlowContrast, 0.0001)) * staticSwitch27_g11781 * _SineGlowFade * ((( sin((temp_output_39_0_g11762 * _SineGlowFrequency)) + 1.0) * (_SineGlowMax - _SineGlowMin)) + _SineGlowMin))), temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (((break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z) / 6.0)).xxx; float3 lerpResult5_g11769 = lerp(temp_cast_46, (temp_output_1_0_g11769).rgb, _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769, temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ((tex2D(_InnerOutlineTintTexture, (temp_output_7_0_g11771 + (_InnerOutlineTextureSpeed * temp_output_179_0_g11771)))).rgb * temp_output_82_0_g11771); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D(_UberNoiseTexture, (((temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed) + temp_output_7_0_g11771) * _InnerOutlineNoiseScale)).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773(linValue16_g11773); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ((localMyCustomExpression16_g11773 - 0.5) * _InnerOutlineDistortionIntensity); #else float2 staticSwitch169_g11771 = float2(0, 0); #endif float2 temp_output_131_0_g11771 = (staticSwitch169_g11771 + temp_output_7_0_g11771); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = (100.0 / appendResult2_g11772); float temp_output_178_0_g11771 = (_InnerOutlineFade * (1.0 - min( min( min( min( min( min( min(tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, -1)) * temp_output_25_0_g11771))).a, tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0, 1)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(1, 0)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11771))).a), tex2D(_MainTex, (temp_output_131_0_g11771 + ((_InnerOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11771))).a))); float3 lerpResult176_g11771 = lerp((temp_output_15_0_g11771).rgb, staticSwitch187_g11771, temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = (temp_output_178_0_g11771 * temp_output_15_0_g11771.a); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771, staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ((tex2D(_OuterOutlineTintTexture, (temp_output_7_0_g11799 + (_OuterOutlineTextureSpeed * temp_output_186_0_g11799)))).rgb * temp_output_82_0_g11799); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ((1.0 - temp_output_15_0_g11799.a) * min( (_OuterOutlineFade * 3.0), 1.0)); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp((temp_output_15_0_g11799).rgb, staticSwitch199_g11799, staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp(lerpResult178_g11799, staticSwitch199_g11799, staticSwitch203_g11799); float linValue16_g11800 = tex2D(_UberNoiseTexture, (((temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed) + temp_output_7_0_g11799) * _OuterOutlineNoiseScale)).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800(linValue16_g11800); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ((localMyCustomExpression16_g11800 - 0.5) * _OuterOutlineDistortionIntensity); #else float2 staticSwitch157_g11799 = float2(0, 0); #endif float2 temp_output_131_0_g11799 = (staticSwitch157_g11799 + temp_output_7_0_g11799); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = (100.0 / appendResult2_g11801); float lerpResult168_g11799 = lerp(temp_output_15_0_g11799.a, min((max( max( max( max( max( max( max(tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(0, -1)) * temp_output_25_0_g11799))).a, tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0, 1)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + (( _OuterOutlineWidth * float2(-1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(1, 0)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, 0.705)) * temp_output_25_0_g11799))).a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(0.705, -0.705)) * temp_output_25_0_g11799))) .a), tex2D(_MainTex, (temp_output_131_0_g11799 + ((_OuterOutlineWidth * float2(-0.705, -0.705)) * temp_output_25_0_g11799))).a) * 3.0), 1.0), _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = (temp_output_182_0_g11799 * lerpResult168_g11799); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799, staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ((tex2D(_PixelOutlineTintTexture, (temp_output_7_0_g11776 + (_PixelOutlineTextureSpeed * temp_output_39_0_g11762)))).rgb * temp_output_82_0_g11776); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_213_0_g11776 = (_PixelOutlineFade * step( temp_output_15_0_g11776.a, _PixelOutlineAlphaLimit)); float temp_output_182_0_g11776 = ((1.0 - temp_output_15_0_g11776.a) * min( (temp_output_213_0_g11776 * 3.0), 1.0)); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp((temp_output_15_0_g11776).rgb, staticSwitch199_g11776, staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp(lerpResult178_g11776, staticSwitch199_g11776, staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = (float2(1, 1) / appendResult206_g11776); float lerpResult168_g11776 = lerp(temp_output_15_0_g11776.a, min((max( max( max(tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, -1)) * temp_output_209_0_g11776))).a, tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(0, 1)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(-1, 0)) * temp_output_209_0_g11776))).a), tex2D(_MainTex, (temp_output_7_0_g11776 + ((_PixelOutlineWidth * float2(1, 0)) * temp_output_209_0_g11776))).a) * 3.0), 1.0), temp_output_213_0_g11776); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = (temp_output_182_0_g11776 * lerpResult168_g11776); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776, staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp((_PingPongGlowFrom).rgb, (_PingPongGlowTo).rgb, ((sin((temp_output_39_0_g11762 * _PingPongGlowFrequency)) + 1.0) / 2.0)); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4( ((lerpResult15_g11763 * _PingPongGlowFade * pow( max(((break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z) / 6.0), 0.0001), max(_PingPongGlowContrast, 0.0001))) + (temp_output_5_0_g11763).rgb), temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float temp_output_44_0_g11804 = unity_OrthoParams.y; float4 appendResult22_g11804 = (float4( ((_HologramTint).rgb * pow(max(((break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805. y + break2_g11805.z) / 6.0), 0.0001), max(_HologramContrast, 0.0001))), (max( pow(abs(sin( ((((shaderTime237 * (_HologramLineSpeed * temp_output_44_0_g11804 * 0.2)) + ase_positionWS. y) / temp_output_44_0_g11804) * _HologramLineFrequency))), _HologramLineGap), _HologramMinAlpha) * temp_output_1_0_g11804.a))); float4 lerpResult37_g11804 = lerp(temp_output_1_0_g11804, appendResult22_g11804, hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D(_UberNoiseTexture, ((glitchPosition154 + (_GlitchNoiseSpeed * temp_output_34_0_g11807)) * _GlitchNoiseScale)).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808(linValue16_g11808); float3 hsvTorgb3_g11810 = HSVToRGB(float3( (localMyCustomExpression16_g11808 + (temp_output_34_0_g11807 * _GlitchHueSpeed)), 1.0, 1.0)); float3 lerpResult23_g11807 = lerp((temp_output_1_0_g11807).rgb, (((break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z) / 6.0) * _GlitchBrightness * hsvTorgb3_g11810), glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807, temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D(_UberNoiseTexture, (((temp_output_40_0_g11811 * _CamouflageDistortionSpeed) + temp_output_99_0_g11841) * _CamouflageDistortionScale)).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846(linValue16_g11846); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = (((localMyCustomExpression16_g11846 - 0.25) * _CamouflageDistortionIntensity) + temp_output_99_0_g11841); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D(_UberNoiseTexture, (staticSwitch101_g11841 * _CamouflageNoiseScaleA)).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843(linValue16_g11843); float clampResult52_g11841 = clamp( ((_CamouflageDensityA - localMyCustomExpression16_g11843) / max(_CamouflageSmoothnessA, 0.005)), 0.0, 1.0); float4 lerpResult55_g11841 = lerp(_CamouflageBaseColor, (_CamouflageColorA * clampResult52_g11841), clampResult52_g11841); float linValue16_g11845 = tex2D(_UberNoiseTexture, ((staticSwitch101_g11841 + float2(12.3, 12.3)) * _CamouflageNoiseScaleB)).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845(linValue16_g11845); float clampResult65_g11841 = clamp( ((_CamouflageDensityB - localMyCustomExpression16_g11845) / max(_CamouflageSmoothnessB, 0.005)), 0.0, 1.0); float4 lerpResult68_g11841 = lerp(lerpResult55_g11841, (_CamouflageColorB * clampResult65_g11841), clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp((temp_output_1_0_g11841).rgb, ((lerpResult68_g11841).rgb * pow( max(((break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z) / 6.0), 0.0001), max(_CamouflageContrast, 0.0001))), _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841, temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D(_UberNoiseTexture, (((temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed) + temp_output_58_0_g11834) * _MetalNoiseDistortionScale)).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835(linValue16_g11835); float linValue16_g11837 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11835 - 0.25) * _MetalNoiseDistortion) + (( temp_output_59_0_g11834 * _MetalNoiseSpeed) + temp_output_58_0_g11834)) * _MetalNoiseScale)).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837(linValue16_g11837); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ((break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z) / 6.0); float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D(_MetalMask, uv_MetalMask); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = (_MetalFade * (tex2DNode3_g11839.r * tex2DNode3_g11839.a)); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp(temp_output_1_0_g11834, ((max(((_MetalHighlightDensity - localMyCustomExpression16_g11837) / max(_MetalHighlightDensity, 0.01)), 0.0) * _MetalHighlightColor * pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalHighlightContrast, 0.0001))) + (pow( max(temp_output_5_0_g11834, 0.0001), max(_MetalContrast, 0.0001)) * _MetalColor)), staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb, (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ((break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z) / 6.0); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11826 * _FrozenSnowScale)).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828(linValue16_g11828); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D(_UberNoiseTexture, (((temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed) + temp_output_72_0_g11826) * _FrozenHighlightDistortionScale)).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830(linValue16_g11830); float linValue16_g11831 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11830 - 0.25) * _FrozenHighlightDistortion) + ((temp_output_73_0_g11826 * _FrozenHighlightSpeed) + temp_output_72_0_g11826)) * _FrozenHighlightScale)).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831(linValue16_g11831); float3 lerpResult57_g11826 = lerp((temp_output_1_0_g11826).rgb, ((pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenContrast, 0.0001)) * (_FrozenTint).rgb) + ( pow(max(temp_output_7_0_g11826, 0.0001), max(_FrozenSnowContrast, 0.0001)) * ((_FrozenSnowColor).rgb * max((_FrozenSnowDensity - localMyCustomExpression16_g11828), 0.0))) + ((max( ((_FrozenHighlightDensity - localMyCustomExpression16_g11831) / max(_FrozenHighlightDensity, 0.01)), 0.0) * _FrozenHighlightColor * pow( max(temp_output_7_0_g11826, 0.0001), max(_FrozenHighlightContrast, 0.0001)))).rgb), _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826, temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4(temp_output_28_0_g11820, 0.0); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnSwirlNoiseScale)).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823(linValue16_g11823); float linValue16_g11821 = tex2D(_UberNoiseTexture, ((((localMyCustomExpression16_g11823 - 0.5) * float2(1, 1) * _BurnSwirlFactor) + temp_output_72_0_g11820) * _BurnInsideNoiseScale)).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821(linValue16_g11821); float clampResult68_g11820 = clamp((_BurnInsideNoiseFactor - localMyCustomExpression16_g11821), 0.0, 1.0); float linValue16_g11822 = tex2D(_UberNoiseTexture, (temp_output_72_0_g11820 * _BurnEdgeNoiseScale)).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822(linValue16_g11822); float temp_output_15_0_g11820 = (((_BurnRadius - distance(temp_output_72_0_g11820, _BurnPosition)) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor)) / max(_BurnWidth, 0.01)); float clampResult18_g11820 = clamp(temp_output_15_0_g11820, 0.0, 1.0); float3 lerpResult29_g11820 = lerp(temp_output_28_0_g11820, (pow( max(((break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z) / 6.0), 0.0001), max(_BurnInsideContrast, 0.0001)) * (((_BurnInsideNoiseColor).rgb * clampResult68_g11820) + (_BurnInsideColor).rgb)), clampResult18_g11820); float3 lerpResult40_g11820 = lerp(temp_output_28_0_g11820, (lerpResult29_g11820 + ((step(temp_output_15_0_g11820, 1.0) * step( 0.0, temp_output_15_0_g11820)) * (_BurnEdgeColor).rgb)), _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820, temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D(_UberNoiseTexture, (temp_output_42_0_g11816 * _RainbowNoiseScale)).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817(linValue16_g11817); float3 hsvTorgb3_g11819 = HSVToRGB(float3( (((distance(temp_output_42_0_g11816, _RainbowCenter) + (localMyCustomExpression16_g11817 * _RainbowNoiseFactor)) * _RainbowDensity) + (_RainbowSpeed * temp_output_40_0_g11811)), 1.0, 1.0)); float3 hsvTorgb36_g11816 = RGBToHSV(hsvTorgb3_g11819); float3 hsvTorgb37_g11816 = HSVToRGB(float3(hsvTorgb36_g11816.x, _RainbowSaturation, (hsvTorgb36_g11816.z * _RainbowBrightness))); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ((break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z) / 6.0)); float4 appendResult29_g11816 = (float4( ((hsvTorgb37_g11816 * pow(saferPower24_g11816, max(_RainbowContrast, 0.001)) * _RainbowFade) + ( temp_output_1_0_g11816).rgb), temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (((break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z) / 6.0)).xxx; float3 lerpResult92_g11812 = lerp(temp_cast_69, temp_output_57_0_g11812, _ShineSaturation); float3 temp_cast_70 = (max(max(_ShineContrast, 0.001), 0.0001)).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis(float3(0, 0, 0), float3((_ShineFrequency * temp_output_41_0_g11811), 0.0), float3(0, 0, 1), ((_ShineRotation / 180.0) * PI)); float temp_output_103_0_g11812 = (_ShineFrequency * _ShineWidth); float clampResult80_g11812 = clamp( (((sin((rotatedValue69_g11812.x - (temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency))) - (1.0 - temp_output_103_0_g11812)) / temp_output_103_0_g11812) * _ShineSmooth), 0.0, 1.0); float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D(_ShineMask, uv_ShineMask); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = (_ShineFade * (tex2DNode3_g11813.r * tex2DNode3_g11813.a)); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4( (temp_output_57_0_g11812 + ((pow(max(lerpResult92_g11812, float3(0.0001, 0.0001, 0.0001)), temp_cast_70) * (_ShineColor).rgb) * clampResult80_g11812 * staticSwitch98_g11812)), (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D(_UberNoiseTexture, (((temp_output_41_0_g11847 * _PoisonNoiseSpeed) + temp_output_41_0_g11811) * _PoisonNoiseScale)).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849(linValue16_g11849); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4(temp_output_28_0_g11847, 0.0); float3 lerpResult32_g11847 = lerp(temp_output_28_0_g11847, (temp_output_24_0_g11847 * ((break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z) / 6.0)), (_PoisonFade * _PoisonRecolorFactor)); float4 appendResult27_g11847 = (float4( ((max( pow(max(abs((((localMyCustomExpression16_g11849 + (temp_output_41_0_g11847 * _PoisonShiftSpeed)) % 1.0) + -0.5)), 0.0001), max(_PoisonDensity, 0.0001)), 0.0) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness) + lerpResult32_g11847), temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = (temp_output_1_0_g11851 * _EnchantedSpeed); float linValue16_g11854 = tex2D(_UberNoiseTexture, (((temp_output_2_0_g11851 - ((temp_output_6_0_g11851 + float2(1.234, 5.6789)) * float2(0.95, 1.05))) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854(linValue16_g11854); float linValue16_g11852 = tex2D(_UberNoiseTexture, (((temp_output_6_0_g11851 + temp_output_2_0_g11851) * _EnchantedScale) * float2(1, 1))).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852(linValue16_g11852); float temp_output_36_0_g11851 = (localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852); float temp_output_43_0_g11851 = (temp_output_36_0_g11851 * 0.5); float3 lerpResult42_g11851 = lerp((_EnchantedLowColor).rgb, (_EnchantedHighColor).rgb, temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB(float3( ((temp_output_43_0_g11851 * _EnchantedRainbowDensity) + (_EnchantedRainbowSpeed * temp_output_1_0_g11851)), _EnchantedRainbowSaturation, 1.0)); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = (staticSwitch50_g11851 * pow( max(((break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z) / 6.0), 0.0001), max(_EnchantedContrast, 0.0001)) * _EnchantedBrightness); float temp_output_45_0_g11851 = (max((temp_output_36_0_g11851 - _EnchantedReduce), 0.0) * _EnchantedFade); float3 lerpResult44_g11851 = lerp(temp_output_12_0_g11851, temp_output_40_0_g11851, temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = (temp_output_12_0_g11851 + (temp_output_40_0_g11851 * temp_output_45_0_g11851)); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851, temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r, break5_g11856.g, break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ((break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z) / 6.0); float temp_output_11_0_g11856 = (((temp_output_4_0_g11856 + (temp_output_40_0_g11811 * _ShiftingSpeed)) * _ShiftingDensity) % 1.0); float3 lerpResult20_g11856 = lerp((_ShiftingColorA).rgb, (_ShiftingColorB).rgb, (abs((temp_output_11_0_g11856 - 0.5)) * 2.0)); float3 hsvTorgb12_g11856 = HSVToRGB(float3(temp_output_11_0_g11856, _ShiftingSaturation, _ShiftingBrightness)); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = (lerpResult20_g11856 * _ShiftingBrightness); #endif float3 lerpResult31_g11856 = lerp(appendResult32_g11856, (staticSwitch26_g11856 * pow( max(temp_output_4_0_g11856, 0.0001), max(_ShiftingContrast, 0.0001))), _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856, break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r, break6_g11863.g, break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = (_TextureLayer1Offset + (_TextureLayer1ScrollSpeed * temp_output_27_0_g11863)); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ((_TextureLayer1Scale * temp_output_41_0_g11811) - staticSwitch73_g11863); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = (((((((((temp_output_72_0_g11863 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_79)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ((_TextureLayer1Speed * temp_output_27_0_g11863) + _TextureLayer1StartFrame)); float2 Invert10_g11864 = float2(0, 1); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864, Width10_g11864, Height10_g11864, Tile10_g11864, Invert10_g11864); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D(_TextureLayer1Texture, staticSwitch20_g11863); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r, tex2DNode3_g11863.g, tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r, _TextureLayer1Color.g, _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = (appendResult13_g11863 * appendResult18_g11863); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = (pow( max(((break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z) / 6.0), 0.0001), max(_TextureLayer1Contrast, 0.0001)) * temp_output_16_0_g11863); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp(appendResult11_g11863, staticSwitch80_g11863, (tex2DNode3_g11863.a * _TextureLayer1Fade)); float4 appendResult14_g11863 = (float4(lerpResult12_g11863, break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r, break6_g11859.g, break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = (_TextureLayer2Offset + (_TextureLayer2ScrollSpeed * temp_output_27_0_g11859)); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ((_TextureLayer2Scale * temp_output_41_0_g11811) - staticSwitch73_g11859); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = (((((((((temp_output_72_0_g11859 % float2(1, 1)) + float2(1, 1)) % float2(1, 1)) - float2(0.5, 0.5)) * (float2(1, 1) - temp_cast_82)) + float2(0.5, 0.5)) % float2(1, 1)) + float2(1, 1)) % float2(1, 1)); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ((_TextureLayer2Speed * temp_output_27_0_g11859) + _TextureLayer2StartFrame)); float2 Invert10_g11860 = float2(0, 1); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860, Width10_g11860, Height10_g11860, Tile10_g11860, Invert10_g11860); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D(_TextureLayer2Texture, staticSwitch20_g11859); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r, tex2DNode3_g11859.g, tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r, _TextureLayer2Color.g, _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = (appendResult13_g11859 * appendResult18_g11859); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = (pow( max(((break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z) / 6.0), 0.0001), max(_TextureLayer2Contrast, 0.0001)) * temp_output_16_0_g11859); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp(appendResult11_g11859, staticSwitch84_g11859, (tex2DNode3_g11859.a * _TextureLayer2Fade)); float4 appendResult14_g11859 = (float4(lerpResult12_g11859, break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r, break4_g11867.g, break4_g11867.b, (break4_g11867.a * fullDistortionAlpha164))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = ((_DirectionalDistortionInvert) ? ((1.0 - clampResult154_g11670)) : (clampResult154_g11670)); float4 appendResult5_g11868 = (float4(break4_g11868.r, break4_g11868.g, break4_g11868.b, (break4_g11868.a * directionalDistortionAlpha167))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max(_FullAlphaDissolveWidth, 0.001); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871(linValue16_g11871); float clampResult17_g11870 = clamp( (((_FullAlphaDissolveFade * (1.0 + temp_output_53_0_g11870)) - localMyCustomExpression16_g11871) / temp_output_53_0_g11870), 0.0, 1.0); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb, (temp_output_1_0_g11870.a * clampResult17_g11870))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D(_UberNoiseTexture, (temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879(linValue16_g11879); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step(temp_output_5_0_g11878, _FullGlowDissolveFade); float temp_output_53_0_g11878 = max((_FullGlowDissolveFade * _FullGlowDissolveWidth), 0.001); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4( (((_FullGlowDissolveEdgeColor).rgb * (temp_output_61_0_g11878 - step( temp_output_5_0_g11878, ((_FullGlowDissolveFade * (1.01 + temp_output_53_0_g11878)) - temp_output_53_0_g11878)))) + ( temp_output_1_0_g11878).rgb), (temp_output_1_0_g11878.a * temp_output_61_0_g11878))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D(_UberNoiseTexture, (temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale)).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881(linValue16_g11881); float clampResult17_g11880 = clamp( ((_SourceAlphaDissolveFade - (distance(_SourceAlphaDissolvePosition, temp_output_76_0_g11880) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor))) / max( _SourceAlphaDissolveWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb, (temp_output_1_0_g11880.a * ((_SourceAlphaDissolveInvert) ? ((1.0 - clampResult17_g11880)) : (clampResult17_g11880))))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D(_UberNoiseTexture, (temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale)).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877(linValue16_g11877); float temp_output_65_0_g11876 = (distance(_SourceGlowDissolvePosition, temp_output_90_0_g11876) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor)); float temp_output_75_0_g11876 = step(temp_output_65_0_g11876, _SourceGlowDissolveFade); float temp_output_76_0_g11876 = step(temp_output_65_0_g11876, (_SourceGlowDissolveFade - max(_SourceGlowDissolveWidth, 0.001))); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4( ((max((temp_output_75_0_g11876 - temp_output_76_0_g11876), 0.0) * (_SourceGlowDissolveEdgeColor). rgb) + (temp_output_1_0_g11876).rgb), (temp_output_1_0_g11876.a * ((_SourceGlowDissolveInvert) ? ((1.0 - temp_output_76_0_g11876)) : (temp_output_75_0_g11876))))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_161_0_g11872, 0.0), float3(0, 0, 1), (((_DirectionalAlphaFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D(_UberNoiseTexture, (temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale)).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873(linValue16_g11873); float clampResult154_g11872 = clamp( ((break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor)) / max( _DirectionalAlphaFadeWidth, 0.001)), 0.0, 1.0); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb, (temp_output_1_0_g11872.a * ((_DirectionalAlphaFadeInvert) ? ((1.0 - clampResult154_g11872)) : (clampResult154_g11872))))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis(float3(0, 0, 0), float3(temp_output_171_0_g11874, 0.0), float3(0, 0, 1), (((_DirectionalGlowFadeRotation / 180.0) + -0.25) * PI)); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D(_UberNoiseTexture, (temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale)).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875(linValue16_g11875); float temp_output_168_0_g11874 = max( ((break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor)) / max( _DirectionalGlowFadeWidth, 0.001)), 0.0); float temp_output_161_0_g11874 = step(0.1, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp(temp_output_161_0_g11874, 0.0, 1.0); float4 appendResult3_g11874 = (float4( (((_DirectionalGlowFadeEdgeColor).rgb * (temp_output_161_0_g11874 - step( 1.0, ((_DirectionalGlowFadeInvert) ? ((1.0 - temp_output_168_0_g11874)) : (temp_output_168_0_g11874))))) + (temp_output_1_0_g11874).rgb), (temp_output_1_0_g11874.a * clampResult154_g11874))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ((_HalftoneFade - distance(_HalftonePosition, temp_output_126_0_g11882)) / max( 0.01, _HalftoneFadeWidth)), 0.0); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882, temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ((((abs(temp_output_126_0_g11882) * _HalftoneTiling) % float2(1, 1)) * 2.0 + -1.0) / appendResult11_g11883)); float clampResult17_g11882 = clamp( saturate(((1.0 - temp_output_17_0_g11883) / fwidth(temp_output_17_0_g11883))), 0.0, 1.0); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb, (temp_output_1_0_g11882.a * ((_HalftoneInvert) ? ((1.0 - clampResult17_g11882)) : (clampResult17_g11882))))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D(_AddColorMask, uv_AddColorMask); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = (temp_output_3_0_g11885 * ((tex2DNode19_g11885).rgb * tex2DNode19_g11885. a)); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = (staticSwitch16_g11885 * pow( max(((break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z) / 6.0), 0.0001), max(_AddColorContrast, 0.0001))); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4( ((staticSwitch17_g11885 * _AddColorFade) + (temp_output_1_0_g11885).rgb), temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp((temp_output_1_0_g11888).rgb, (_AlphaTintColor).rgb, ((1.0 - temp_output_1_0_g11888.a) * step( _AlphaTintMinAlpha, temp_output_1_0_g11888.a) * _AlphaTintFade)); float4 appendResult13_g11888 = (float4(lerpResult4_g11888, temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D(_StrongTintMask, uv_StrongTintMask); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = (temp_output_6_0_g11889 * ((tex2DNode23_g11889).rgb * tex2DNode23_g11889. a)); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = (pow( max(((break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z) / 6.0), 0.0001), max(_StrongTintContrast, 0.0001)) * staticSwitch21_g11889); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp((temp_output_1_0_g11889).rgb, staticSwitch22_g11889, _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889, (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r, break4_g11894.g, break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r, _ShadowColor.g, _ShadowColor.b, (_ShadowFade * tex2D( _MainTex, (finalUV146 - ((100.0 / appendResult2_g11893) * _ShadowOffset))).a))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r, break6_g11894.g, break6_g11894.b)); float temp_output_11_0_g11894 = ((1.0 - break4_g11894.a) * break6_g11894.a); float temp_output_32_0_g11894 = (break4_g11894.a + temp_output_11_0_g11894); float4 appendResult18_g11894 = (float4( (((appendResult5_g11894 * break4_g11894.a) + (appendResult7_g11894 * temp_output_11_0_g11894)) * ( 1.0 / max(temp_output_32_0_g11894, 0.01))), temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r, break4_g11895.g, break4_g11895.b, (break4_g11895.a * customVertexAlpha193))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11898 = temp_output_344_0; float4 appendResult8_g11898 = (float4(((temp_output_1_0_g11898).rgb * (IN.ase_color).rgb), temp_output_1_0_g11898.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11898; #endif float4 lerpResult125 = lerp((originalColor191 * IN.ase_color), staticSwitch342, fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11905 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11905 = (float4( ((temp_output_7_0_g11905).rgb / max(temp_output_7_0_g11905.a, 1E-05)), temp_output_7_0_g11905.a)); float4 staticSwitch6_g11905 = appendResult2_g11905; #else float4 staticSwitch6_g11905 = temp_output_7_0_g11905; #endif float4 Color = staticSwitch6_g11905; half4 outColor = _SelectionID; return outColor; } ENDHLSL } } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" FallBack 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AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;52;1839.482,-2552.931;Inherit;False;_HologramUV;209;;11675;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;256;2394.016,-2741.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;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;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.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-1018.041,-121.917;Inherit;False;originalColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;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.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;3305.944,-1988.403;Inherit;False;123;fullFade;1;0;OBJECT;;False;1;FLOAT;0 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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PublicKeyToken=null;130;3651.881,-2106.533;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4449.801,-1972.639;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;378;5475.994,-2043.135;Inherit;False;Remap2D;-1;;11731;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-136.8644,-329.1863;Inherit;False;_UberColor;66;;11762;db48f560e502b78409f7fbe481a93597;0;6;39;FLOAT;0;False;40;FLOAT2;0,0;False;1;FLOAT2;0,0;False;24;SAMPLER2D;0;False;3;COLOR;0,0,0,0;False;5;SAMPLER2D;0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;202;;11804;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;20;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable 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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;6307.805,-1976.09;Inherit;False;450;uvAfterPixelArt;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.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable Glitch;215;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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