// Made with Amplify Shader Editor v1.9.8.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/3D Lit Cutout BuiltIn SSU" { Properties { _MainTex("MainTex", 2D) = "white" {} _AlphaClip("Alpha Clip", Range( 0 , 1)) = 0.5 _NormalMap("Normal Map", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Float) = 1 _Smoothness("Smoothness", Range( 0 , 1)) = 0.5 _Metallic("Metallic", Range( 0 , 1)) = 0 [Toggle(_METALLICMAPTOGGLE_ON)] _MetallicMapToggle("Metallic Map Toggle", Float) = 0 _MetallicMap("Metallic Map", 2D) = "white" {} [Toggle(_EMISSIONTOGGLE_ON)] _EmissionToggle("Emission Toggle", Float) = 0 [HDR]_EmissionTint("Emission Tint", Color) = (2.996078,0.1568628,0.1568628,0) _EmissionMap("Emission Map", 2D) = "white" {} [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 _PixelsPerUnit("Pixels Per Unit", Float) = 100 _ScreenWidthUnits("Screen Width Units", Float) = 10 _RectWidth("Rect Width", Float) = 100 _RectHeight("Rect Height", Float) = 100 [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 _FadingPosition("Fading: Position", Vector) = (0,0,0,0) _FadingWidth("Fading: Width", Float) = 0.3 _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) _FadingMask("Fading: Mask", 2D) = "white" {} [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 _TimeValue("Time: Value", Float) = 0 [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 _TimeSpeed("Time: Speed", Float) = 1 [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 _TimeFPS("Time: FPS", Float) = 5 [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 _TimeFrequency("Time: Frequency", Float) = 2 _TimeRange("Time: Range", Float) = 0.5 _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 _StrongTintContrast("Strong Tint: Contrast", Float) = 0 [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 _AddColorContrast("Add Color: Contrast", Float) = 0.5 [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 _AddColorMask("Add Color: Mask", 2D) = "white" {} [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) _ShadowColor("Shadow: Color", Color) = (0,0,0,0) [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 _Brightness("Brightness", Float) = 1 [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 _Contrast("Contrast", Float) = 1 [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 _Saturation("Saturation", Float) = 1 [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 _Hue("Hue", Range( -1 , 1)) = 0 [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 _PixelOutlineAlphaLimit("Pixel Outline: Alpha Limit", Range( 0 , 1)) = 0.5 [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 _AddHueSpeed("Add Hue: Speed", Float) = 1 _AddHueBrightness("Add Hue: Brightness", Float) = 2 _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 _AddHueContrast("Add Hue: Contrast", Float) = 0.5 [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 _AddHueMask("Add Hue: Mask", 2D) = "white" {} [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 _InkSpreadDistance("Ink Spread: Distance", Float) = 3 _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) _BlackTintPower("Black Tint: Power", Float) = 4 [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) _SineGlowContrast("Sine Glow: Contrast", Float) = 1 _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 _SineGlowMin("Sine Glow: Min", Float) = 0 _SineGlowMax("Sine Glow: Max", Float) = 1 [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) _SplitToningContrast("Split Toning: Contrast", Float) = 1 _SplitToningBalance("Split Toning: Balance", Float) = 1 _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) _ColorReplaceRange("Color Replace: Range", Float) = 0.05 _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) _HologramContrast("Hologram: Contrast", Float) = 1 _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 _GlitchBrightness("Glitch: Brightness", Float) = 4 _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) _FrozenContrast("Frozen: Contrast", Float) = 2 [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 _RainbowBrightness("Rainbow: Brightness", Float) = 2 _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 _RainbowContrast("Rainbow: Contrast", Float) = 1 _RainbowSpeed("Rainbow: Speed", Float) = 1 _RainbowDensity("Rainbow: Density", Float) = 0.5 _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) _CamouflageContrast("Camouflage: Contrast", Float) = 1 _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) _MetalContrast("Metal: Contrast", Float) = 2 [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 _ShineContrast("Shine: Contrast", Float) = 2 _ShineWidth("Shine: Width", Float) = 0.1 _ShineSpeed("Shine: Speed", Float) = 5 _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 _ShineSmooth("Shine: Smoothness", Float) = 1 _ShineFrequency("Shine: Frequency", Float) = 0.3 [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 _BurnPosition("Burn: Position", Vector) = (0,5,0,0) _BurnRadius("Burn: Radius", Float) = 5 [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) _BurnWidth("Burn: Width", Float) = 0.1 _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) _PoisonDensity("Poison: Density", Float) = 3 _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) _EnchantedBrightness("Enchanted: Brightness", Float) = 1 _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 _ShiftingSpeed("Shifting: Speed", Float) = 0.5 _ShiftingDensity("Shifting: Density", Float) = 1.5 _ShiftingBrightness("Shifting: Brightness", Float) = 1 _ShiftingContrast("Shifting: Contrast", Float) = 0.5 [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 _HalftoneFade("Halftone: Fade", Float) = 1 _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) _HalftoneTiling("Halftone: Tiling", Float) = 4 _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) _SqueezePower("Squeeze: Power", Float) = 1 _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 _UVRotateSpeed("UV Rotate: Speed", Float) = 1 _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 _SineRotateAngle("Sine Rotate: Angle", Float) = 15 _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 _WiggleSpeed("Wiggle: Speed", Float) = 2 _WiggleFrequency("Wiggle: Frequency", Float) = 2 _WiggleOffset("Wiggle: Offset", Float) = 0.02 [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 _VibrateOffset("Vibrate: Offset", Float) = 0.04 _VibrateFrequency("Vibrate: Frequency", Float) = 100 _VibrateRotation("Vibrate: Rotation", Float) = 4 [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 _WindRotation("Wind: Rotation", Float) = 0 _WindMaxRotation("Wind: Max Rotation", Float) = 2 _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 _WindXPosition("Wind: X Position", Float) = 0 _WindFlip("Wind: Flip", Float) = 0 [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 _SquishStretch("Squish: Stretch", Float) = 0.1 _SquishSquish("Squish: Squish", Float) = 0.1 _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 _FlameBrightness("Flame: Brightness", Float) = 10 _FlameSmooth("Flame: Smooth", Float) = 2 _FlameRadius("Flame: Radius", Float) = 0.2 _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 _SharpenFactor("Sharpen: Factor", Float) = 4 _SharpenOffset("Sharpen: Offset", Float) = 2 [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 _SmokeSmoothness("Smoke: Smoothness", Float) = 1 _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) _ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 //[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0 //[ToggleOff] _GlossyReflections("Reflections", Float) = 1.0 } SubShader { Tags { "RenderType"="Opaque" "Queue"="Geometry" "DisableBatching"="False" } LOD 0 Cull Off AlphaToMask Off ZWrite On ZTest LEqual ColorMask RGBA Blend Off CGINCLUDE #pragma target 3.5 float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } ENDCG Pass { Name "ForwardBase" Tags { "LightMode"="ForwardBase" } Blend One Zero CGPROGRAM #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma multi_compile_instancing #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_ON 1 #define ASE_VERSION 19801 #pragma vertex vert #pragma fragment frag #pragma multi_compile_fwdbase #ifndef UNITY_PASS_FORWARDBASE #define UNITY_PASS_FORWARDBASE #endif #include "HLSLSupport.cginc" #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #include "UnityStandardUtils.cginc" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON #pragma shader_feature _EMISSIONTOGGLE_ON #pragma shader_feature _METALLICMAPTOGGLE_ON struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #if defined(LIGHTMAP_ON) || (!defined(LIGHTMAP_ON) && SHADER_TARGET >= 30) float4 lmap : TEXCOORD0; #endif #if !defined(LIGHTMAP_ON) && UNITY_SHOULD_SAMPLE_SH half3 sh : TEXCOORD1; #endif #if defined(UNITY_HALF_PRECISION_FRAGMENT_SHADER_REGISTERS) && UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHTING_COORDS(2,3) #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_SHADOW_COORDS(2) #else SHADOW_COORDS(2) #endif #endif #ifdef ASE_FOG UNITY_FOG_COORDS(4) #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD8; #endif float4 ase_texcoord9 : TEXCOORD9; float4 ase_texcoord10 : TEXCOORD10; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif uniform sampler2D _MainTex; float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif uniform float _ScreenWidthUnits; uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineAlphaLimit; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; uniform float _ShadowFade; uniform float2 _ShadowOffset; #endif uniform sampler2D _NormalMap; uniform float _NormalIntensity; #ifdef _EMISSIONTOGGLE_ON uniform float4 _EmissionTint; uniform sampler2D _EmissionMap; #endif uniform float _Metallic; #ifdef _METALLICMAPTOGGLE_ON uniform sampler2D _MetallicMap; #endif uniform float _Smoothness; uniform float _AlphaClip; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11724( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11726( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11671( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11682( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11683( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11679( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11740( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11766( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11768( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11772( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11784( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11811( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11819( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11857( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11856( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11848( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11839( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11841( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11842( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11834( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11832( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11833( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11860( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11865( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11863( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11882( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11890( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11892( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11888( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11884( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11886( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } v2f VertexFunction (appdata v ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11908 = fixedUV475; float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11910 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; float temp_output_8_0_g11910 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); #else float2 staticSwitch4_g11910 = temp_output_2_0_g11910; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11911 = temp_output_8_0_g11910; float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); #else float2 staticSwitch6_g11910 = staticSwitch4_g11910; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11910 = staticSwitch6_g11910; #endif float2 temp_output_424_0 = staticSwitch10_g11910; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord9.xy = v.ase_texcoord.xy; o.ase_texcoord10 = v.vertex; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = v.normal; v.tangent = v.tangent; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; #ifdef VERTEXLIGHT_ON o.sh += Shade4PointLights ( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb, unity_4LightAtten0, worldPos, worldNormal); #endif o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); #else TRANSFER_SHADOW(o); #endif #endif #ifdef ASE_FOG UNITY_TRANSFER_FOG(o,o.pos); #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(o.pos); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord = v.ase_texcoord; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) #else half atten = 1; #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11670 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11671 = _WindMinIntensity; #else float staticSwitch117_g11671 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11671 = _WindMaxIntensity; #else float staticSwitch118_g11671 = WindMaxIntensity; #endif #endif float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11671 = _WindXPosition; #else float staticSwitch111_g11671 = transform62_g11671.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11671 = _WindNoiseScale; #else float staticSwitch113_g11671 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11671 = WindTime; #endif float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); float x101_g11671 = temp_output_50_0_g11671; float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); float2 temp_cast_0 = (temp_output_50_0_g11671).xx; float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11671 = simplePerlin2D121_g11671; #else float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); #endif float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (worldPos).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11670; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11675 = shaderPosition235; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11675 = rotatedValue136_g11675; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11680 = unity_OrthoParams.y; float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11680 ); float2 temp_cast_4 = (temp_output_8_0_g11680).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11680).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11730 = staticSwitch62; float2 temp_output_26_0_g11730 = shaderPosition235; float temp_output_25_0_g11730 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); #else float staticSwitch29_g11737 = _UVDistortFade; #endif float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); #else float2 staticSwitch5_g11730 = temp_output_1_0_g11730; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11736 = staticSwitch5_g11730; float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11730 = staticSwitch5_g11730; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; #else float2 staticSwitch9_g11730 = staticSwitch7_g11730; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; #else float2 staticSwitch16_g11730 = staticSwitch9_g11730; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); #else float2 staticSwitch14_g11730 = staticSwitch16_g11730; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11730 = clampResult46_g11732; #else float2 staticSwitch4_g11730 = staticSwitch14_g11730; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11730 = staticSwitch4_g11730; #endif float2 temp_output_1_0_g11741 = staticSwitch24_g11730; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); #else float staticSwitch18_g11741 = temp_output_7_0_g11741; #endif float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); #else float2 staticSwitch13_g11741 = temp_output_1_0_g11741; #endif float2 temp_output_484_0 = staticSwitch13_g11741; float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11742 = staticSwitch485; float2 break11_g11742 = float2( 0,0 ); float2 break10_g11742 = float2( 1,1 ); float2 break9_g11742 = spriteRectMin376; float2 break8_g11742 = spriteRectMax377; float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11744 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11745 = _MainTex; float4 textureTexelSize3_g11745 = _MainTex_TexelSize; float2 uvs3_g11745 = temp_output_1_0_g11744; float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; #else float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11756 = temp_output_10_0_g11746; float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; float temp_output_2_0_g11747 = temp_output_10_0_g11746; float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; float temp_output_2_0_g11753 = temp_output_10_0_g11746; float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; float temp_output_2_0_g11750 = temp_output_10_0_g11746; float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11744 = staticSwitch8_g11744; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); float temp_output_2_0_g11760 = _SharpenOffset; float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); float4 staticSwitch12_g11744 = appendResult24_g11759; #else float4 staticSwitch12_g11744 = staticSwitch3_g11744; #endif float4 temp_output_471_0 = staticSwitch12_g11744; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11763 = temp_output_471_0; float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); float4 staticSwitch354 = appendResult8_g11763; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11764 = originalColor191; float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; float2 temp_output_7_0_g11764 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); float4 staticSwitch2_g11764 = appendResult31_g11765; #else float4 staticSwitch2_g11764 = temp_output_1_0_g11764; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11767 = staticSwitch2_g11764; float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11764 = appendResult13_g11767; #else float4 staticSwitch3_g11764 = staticSwitch2_g11764; #endif float4 temp_output_1_0_g11769 = staticSwitch3_g11764; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; float2 appendResult4_g11770 = (float2(worldPos.x , worldPos.y)); float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); float4 staticSwitch2_g11769 = appendResult42_g11770; #else float4 staticSwitch2_g11769 = temp_output_1_0_g11769; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11771 = finalUV146; float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); #else float4 staticSwitch6_g11769 = staticSwitch2_g11769; #endif float4 temp_output_3_0_g11773 = staticSwitch6_g11769; float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); float2 temp_output_1_0_g11773 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch81_g11805 = appendResult91_g11805; #endif float3 break82_g11805 = (staticSwitch81_g11805).xyz; float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); float4 break2_g11806 = temp_output_1_0_g11805; float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); float4 staticSwitch43_g11773 = appendResult30_g11805; #else float4 staticSwitch43_g11773 = temp_output_3_0_g11773; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11803 = staticSwitch43_g11773; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch62_g11803 = temp_output_1_0_g11803; #endif float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11803 = 0; if( temp_output_43_0_g11803 >= 0.8333333 ) ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11803 = 0; if( temp_output_43_0_g11803 <= 0.6666667 ) ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11803 = ifLocalVar46_g11803; float4 ifLocalVar47_g11803 = 0; if( temp_output_43_0_g11803 <= 0.3333333 ) ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11803 = 0; if( temp_output_43_0_g11803 <= 0.1666667 ) ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11803 = ifLocalVar47_g11803; float4 ifLocalVar35_g11803 = 0; if( temp_output_43_0_g11803 >= 0.5 ) ifLocalVar35_g11803 = ifLocalVar44_g11803; else ifLocalVar35_g11803 = ifLocalVar45_g11803; float4 break55_g11803 = ifLocalVar35_g11803; float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); float4 break2_g11804 = temp_output_1_0_g11803; float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); float4 staticSwitch9_g11773 = appendResult30_g11803; #else float4 staticSwitch9_g11773 = staticSwitch43_g11773; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11777 = staticSwitch9_g11773; float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; float3 In115_g11777 = temp_output_2_0_g11777; float3 From115_g11777 = (_ColorReplaceFromColor).rgb; float4 break2_g11778 = temp_output_1_0_g11777; float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11777 = _ColorReplaceSmoothness; float Range115_g11777 = _ColorReplaceRange; float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); float4 staticSwitch29_g11773 = appendResult4_g11777; #else float4 staticSwitch29_g11773 = staticSwitch9_g11773; #endif float4 temp_output_1_0_g11790 = staticSwitch29_g11773; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); float4 staticSwitch4_g11790 = appendResult8_g11790; #else float4 staticSwitch4_g11790 = temp_output_1_0_g11790; #endif float4 temp_output_57_0_g11773 = staticSwitch4_g11790; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); float4 staticSwitch32_g11773 = appendResult4_g11813; #else float4 staticSwitch32_g11773 = temp_output_57_0_g11773; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11788 = staticSwitch32_g11773; float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); float4 staticSwitch33_g11773 = appendResult6_g11788; #else float4 staticSwitch33_g11773 = staticSwitch32_g11773; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11789 = staticSwitch33_g11773; float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); float4 staticSwitch36_g11773 = appendResult8_g11789; #else float4 staticSwitch36_g11773 = staticSwitch33_g11773; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11807 = staticSwitch36_g11773; float4 break2_g11808 = temp_output_1_0_g11807; float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch30_g11773 = appendResult18_g11807; #else float4 staticSwitch30_g11773 = staticSwitch36_g11773; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11785 = staticSwitch30_g11773; float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; float4 break12_g11785 = temp_output_1_0_g11785; float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); float4 staticSwitch20_g11773 = appendResult11_g11785; #else float4 staticSwitch20_g11773 = staticSwitch30_g11773; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11799 = staticSwitch20_g11773; float4 break2_g11801 = temp_output_1_0_g11799; float2 temp_output_65_0_g11799 = shaderPosition235; float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); float4 staticSwitch17_g11773 = appendResult9_g11799; #else float4 staticSwitch17_g11773 = staticSwitch20_g11773; #endif float temp_output_39_0_g11773 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11791 = staticSwitch17_g11773; float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); float4 staticSwitch19_g11773 = appendResult6_g11791; #else float4 staticSwitch19_g11773 = staticSwitch17_g11773; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11795 = staticSwitch19_g11773; float4 break2_g11797 = temp_output_1_0_g11795; float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); #else float staticSwitch33_g11795 = _AddHueFade; #endif float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); float4 staticSwitch23_g11773 = appendResult6_g11795; #else float4 staticSwitch23_g11773 = staticSwitch19_g11773; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11792 = staticSwitch23_g11773; float4 break2_g11793 = temp_output_1_0_g11792; float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); #else float3 staticSwitch27_g11792 = temp_output_13_0_g11792; #endif float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); float4 staticSwitch28_g11773 = appendResult21_g11792; #else float4 staticSwitch28_g11773 = staticSwitch23_g11773; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11780 = staticSwitch28_g11773; float4 break2_g11781 = temp_output_1_0_g11780; float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch38_g11773 = appendResult8_g11780; #else float4 staticSwitch38_g11773 = staticSwitch28_g11773; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11782 = staticSwitch38_g11773; float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; float temp_output_179_0_g11782 = temp_output_39_0_g11773; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); #else float3 staticSwitch187_g11782 = temp_output_82_0_g11782; #endif float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11782 = float2( 0,0 ); #endif float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); #else float staticSwitch188_g11782 = temp_output_15_0_g11782.a; #endif float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); float4 staticSwitch12_g11773 = appendResult177_g11782; #else float4 staticSwitch12_g11773 = staticSwitch38_g11773; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11810 = staticSwitch12_g11773; float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; float temp_output_186_0_g11810 = temp_output_39_0_g11773; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); #else float3 staticSwitch199_g11810 = temp_output_82_0_g11810; #endif float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11810 = 1.0; #else float staticSwitch203_g11810 = temp_output_182_0_g11810; #endif float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11810 = float2( 0,0 ); #endif float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); #else float staticSwitch200_g11810 = lerpResult168_g11810; #endif float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); float4 staticSwitch13_g11773 = appendResult174_g11810; #else float4 staticSwitch13_g11773 = staticSwitch12_g11773; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11787 = staticSwitch13_g11773; float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); #else float3 staticSwitch199_g11787 = temp_output_82_0_g11787; #endif float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11787 = 1.0; #else float staticSwitch203_g11787 = temp_output_182_0_g11787; #endif float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); #else float staticSwitch200_g11787 = lerpResult168_g11787; #endif float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); float4 staticSwitch48_g11773 = appendResult174_g11787; #else float4 staticSwitch48_g11773 = staticSwitch13_g11773; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11774 = staticSwitch48_g11773; float4 break2_g11775 = temp_output_5_0_g11774; float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); float4 staticSwitch46_g11773 = appendResult12_g11774; #else float4 staticSwitch46_g11773 = staticSwitch48_g11773; #endif float4 temp_output_361_0 = staticSwitch46_g11773; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11815 = temp_output_361_0; float4 break2_g11816 = temp_output_1_0_g11815; float temp_output_44_0_g11815 = unity_OrthoParams.y; float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11815; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11818 = staticSwitch56; float4 break2_g11820 = temp_output_1_0_g11818; float temp_output_34_0_g11818 = shaderTime237; float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); float4 staticSwitch57 = appendResult27_g11818; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11822 = staticSwitch57; float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; float2 temp_output_41_0_g11822 = shaderPosition235; float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; float temp_output_40_0_g11822 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); #else float2 staticSwitch101_g11852 = temp_output_99_0_g11852; #endif float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); float4 break2_g11855 = temp_output_1_0_g11852; float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); float4 staticSwitch26_g11822 = appendResult7_g11852; #else float4 staticSwitch26_g11822 = temp_output_3_0_g11822; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11845 = staticSwitch26_g11822; float temp_output_59_0_g11845 = temp_output_40_0_g11822; float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); float4 break2_g11847 = temp_output_1_0_g11845; float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); #else float staticSwitch60_g11845 = _MetalFade; #endif float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); float4 staticSwitch28_g11822 = appendResult8_g11845; #else float4 staticSwitch28_g11822 = staticSwitch26_g11822; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11837 = staticSwitch28_g11822; float4 break2_g11838 = temp_output_1_0_g11837; float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); float temp_output_73_0_g11837 = temp_output_40_0_g11822; float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); float4 staticSwitch29_g11822 = appendResult26_g11837; #else float4 staticSwitch29_g11822 = staticSwitch28_g11822; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11831 = staticSwitch29_g11822; float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); float4 staticSwitch32_g11822 = appendResult43_g11831; #else float4 staticSwitch32_g11822 = staticSwitch29_g11822; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11827 = staticSwitch32_g11822; float4 break2_g11829 = temp_output_1_0_g11827; float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); float4 staticSwitch34_g11822 = appendResult29_g11827; #else float4 staticSwitch34_g11822 = staticSwitch32_g11822; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11823 = staticSwitch34_g11822; float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; float4 break2_g11825 = temp_output_1_0_g11823; float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); #else float staticSwitch98_g11823 = _ShineFade; #endif float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); float4 staticSwitch36_g11822 = appendResult8_g11823; #else float4 staticSwitch36_g11822 = staticSwitch34_g11822; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11858 = temp_output_40_0_g11822; float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; float4 temp_output_1_0_g11858 = staticSwitch36_g11822; float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); float4 staticSwitch39_g11822 = appendResult27_g11858; #else float4 staticSwitch39_g11822 = staticSwitch36_g11822; #endif float4 temp_output_10_0_g11862 = staticSwitch39_g11822; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; float temp_output_1_0_g11862 = temp_output_40_0_g11822; float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11862 = hsvTorgb53_g11862; #else float3 staticSwitch50_g11862 = lerpResult42_g11862; #endif float4 break2_g11864 = temp_output_10_0_g11862; float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11862 = lerpResult44_g11862; #else float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); #endif float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); float4 staticSwitch11_g11862 = appendResult19_g11862; #else float4 staticSwitch11_g11862 = temp_output_10_0_g11862; #endif float4 temp_output_1_0_g11867 = staticSwitch11_g11862; #ifdef _ENABLESHIFTING_ON float4 break5_g11867 = temp_output_1_0_g11867; float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); float4 break2_g11868 = temp_output_1_0_g11867; float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11867 = hsvTorgb12_g11867; #else float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); #endif float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); float4 staticSwitch33_g11867 = appendResult6_g11867; #else float4 staticSwitch33_g11867 = temp_output_1_0_g11867; #endif float4 temp_output_5_0_g11874 = staticSwitch33_g11867; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11874 = temp_output_5_0_g11874; float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); float temp_output_27_0_g11874 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); #else float2 staticSwitch73_g11874 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11875 = _TextureLayer1Columns; int Height10_g11875 = _TextureLayer1Rows; float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11875 = float2( 0,1 ); float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; #else float2 staticSwitch20_g11874 = temp_output_72_0_g11874; #endif float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); float4 break2_g11876 = temp_output_5_0_g11874; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); #else float3 staticSwitch80_g11874 = temp_output_16_0_g11874; #endif float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); float4 staticSwitch15_g11874 = appendResult14_g11874; #else float4 staticSwitch15_g11874 = temp_output_5_0_g11874; #endif float4 temp_output_5_0_g11870 = staticSwitch15_g11874; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11870 = temp_output_5_0_g11870; float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); float temp_output_27_0_g11870 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); #else float2 staticSwitch73_g11870 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11871 = _TextureLayer2Columns; int Height10_g11871 = _TextureLayer2Rows; float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11871 = float2( 0,1 ); float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; #else float2 staticSwitch20_g11870 = temp_output_72_0_g11870; #endif float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); float4 break2_g11872 = temp_output_5_0_g11870; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); #else float3 staticSwitch84_g11870 = temp_output_16_0_g11870; #endif float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); float4 staticSwitch15_g11870 = appendResult14_g11870; #else float4 staticSwitch15_g11870 = temp_output_5_0_g11870; #endif float4 temp_output_473_0 = staticSwitch15_g11870; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11878 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11878; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11879 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11879; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11880 = staticSwitch75; float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11880 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); float4 staticSwitch3_g11880 = appendResult3_g11881; #else float4 staticSwitch3_g11880 = temp_output_1_0_g11880; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11889 = staticSwitch3_g11880; float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); float4 staticSwitch5_g11880 = appendResult3_g11889; #else float4 staticSwitch5_g11880 = staticSwitch3_g11880; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11891 = staticSwitch5_g11880; float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); float4 staticSwitch8_g11880 = appendResult3_g11891; #else float4 staticSwitch8_g11880 = staticSwitch5_g11880; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11887 = staticSwitch8_g11880; float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); float4 staticSwitch9_g11880 = appendResult3_g11887; #else float4 staticSwitch9_g11880 = staticSwitch8_g11880; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11883 = staticSwitch9_g11880; float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11883 = rotatedValue136_g11883; float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); float4 staticSwitch11_g11880 = appendResult3_g11883; #else float4 staticSwitch11_g11880 = staticSwitch9_g11880; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11885 = rotatedValue136_g11885; float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); float4 temp_output_1_0_g11885 = staticSwitch11_g11880; float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); float4 staticSwitch15_g11880 = appendResult3_g11885; #else float4 staticSwitch15_g11880 = staticSwitch11_g11880; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11893 = staticSwitch15_g11880; float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); float4 staticSwitch13_g11880 = appendResult3_g11893; #else float4 staticSwitch13_g11880 = staticSwitch15_g11880; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); #else float3 staticSwitch16_g11896 = temp_output_3_0_g11896; #endif float4 temp_output_1_0_g11896 = staticSwitch13_g11880; float4 break2_g11898 = temp_output_1_0_g11896; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else float3 staticSwitch17_g11896 = staticSwitch16_g11896; #endif float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); float4 staticSwitch5_g11895 = appendResult6_g11896; #else float4 staticSwitch5_g11895 = staticSwitch13_g11880; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11899 = staticSwitch5_g11895; float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); float4 staticSwitch11_g11895 = appendResult13_g11899; #else float4 staticSwitch11_g11895 = staticSwitch5_g11895; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11900 = staticSwitch11_g11895; float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); #else float3 staticSwitch21_g11900 = temp_output_6_0_g11900; #endif float4 break2_g11902 = temp_output_1_0_g11900; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); #else float3 staticSwitch22_g11900 = staticSwitch21_g11900; #endif float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); float4 staticSwitch7_g11895 = appendResult9_g11900; #else float4 staticSwitch7_g11895 = staticSwitch11_g11895; #endif float4 temp_output_2_0_g11903 = staticSwitch7_g11895; #ifdef _ENABLESHADOW_ON float4 break4_g11905 = temp_output_2_0_g11903; float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11905 = appendResult85_g11903; float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); float4 staticSwitch82_g11903 = appendResult18_g11905; #else float4 staticSwitch82_g11903 = temp_output_2_0_g11903; #endif float4 break4_g11906 = staticSwitch82_g11903; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11764 = 1.0; #else float staticSwitch8_g11764 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11764 = 1.0; #else float staticSwitch9_g11764 = staticSwitch8_g11764; #endif float customVertexAlpha193 = staticSwitch9_g11764; float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11906; float4 temp_output_1_0_g11907 = temp_output_344_0; float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11907; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11914 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); float4 staticSwitch6_g11914 = appendResult2_g11914; #else float4 staticSwitch6_g11914 = temp_output_7_0_g11914; #endif float4 temp_output_340_0 = staticSwitch6_g11914; float2 temp_output_11_0_g11915 = finalUV146; #ifdef _EMISSIONTOGGLE_ON float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); #else float3 staticSwitch13_g11915 = float3(0,0,0); #endif #ifdef _METALLICMAPTOGGLE_ON float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); #else float staticSwitch23_g11915 = _Metallic; #endif #ifdef _METALLICMAPTOGGLE_ON float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); #else float staticSwitch22_g11915 = _Smoothness; #endif o.Albedo = temp_output_340_0.rgb; o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); o.Emission = staticSwitch13_g11915; #if defined(_SPECULAR_SETUP) o.Specular = fixed3( 0, 0, 0 ); #else o.Metallic = staticSwitch23_g11915; #endif o.Smoothness = staticSwitch22_g11915; o.Occlusion = 1; o.Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif fixed4 c = 0; float3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y = dot(IN.tSpace1.xyz, o.Normal); worldN.z = dot(IN.tSpace2.xyz, o.Normal); worldN = normalize(worldN); o.Normal = worldN; UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif #if defined(_SPECULAR_SETUP) LightingStandardSpecular_GI(o, giInput, gi); #else LightingStandard_GI( o, giInput, gi ); #endif #ifdef ASE_BAKEDGI gi.indirect.diffuse = BakedGI; #endif #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) gi.indirect.diffuse = 0; #endif #if defined(_SPECULAR_SETUP) c += LightingStandardSpecular (o, worldViewDir, gi); #else c += LightingStandard( o, worldViewDir, gi ); #endif #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; c.rgb += o.Albedo * transmission; } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + o.Normal * normal; half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; c.rgb += o.Albedo * translucency * strength; } #endif //#ifdef ASE_REFRACTION // float4 projScreenPos = ScreenPos / ScreenPos.w; // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); // projScreenPos.xy += refractionOffset.xy; // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; // color.rgb = lerp( refraction, color.rgb, color.a ); // color.a = 1; //#endif c.rgb += o.Emission; #ifdef ASE_FOG UNITY_APPLY_FOG(IN.fogCoord, c); #endif return c; } ENDCG } Pass { Name "ForwardAdd" Tags { "LightMode"="ForwardAdd" } ZWrite Off Blend One One CGPROGRAM #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma multi_compile_instancing #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_ON 1 #define ASE_VERSION 19801 #pragma vertex vert #pragma fragment frag #pragma skip_variants INSTANCING_ON #pragma multi_compile_fwdadd_fullshadows #ifndef UNITY_PASS_FORWARDADD #define UNITY_PASS_FORWARDADD #endif #include "HLSLSupport.cginc" #if !defined( UNITY_INSTANCED_LOD_FADE ) #define UNITY_INSTANCED_LOD_FADE #endif #if !defined( UNITY_INSTANCED_SH ) #define UNITY_INSTANCED_SH #endif #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "AutoLight.cginc" #include "UnityStandardUtils.cginc" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON #pragma shader_feature _EMISSIONTOGGLE_ON #pragma shader_feature _METALLICMAPTOGGLE_ON struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHTING_COORDS(1,2) #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_SHADOW_COORDS(1) #else SHADOW_COORDS(1) #endif #endif #ifdef ASE_FOG UNITY_FOG_COORDS(3) #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 screenPos : TEXCOORD8; #endif float4 ase_texcoord9 : TEXCOORD9; float4 ase_texcoord10 : TEXCOORD10; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif uniform sampler2D _MainTex; float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif uniform float _ScreenWidthUnits; uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineAlphaLimit; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; uniform float _ShadowFade; uniform float2 _ShadowOffset; #endif uniform sampler2D _NormalMap; uniform float _NormalIntensity; #ifdef _EMISSIONTOGGLE_ON uniform float4 _EmissionTint; uniform sampler2D _EmissionMap; #endif uniform float _Metallic; #ifdef _METALLICMAPTOGGLE_ON uniform sampler2D _MetallicMap; #endif uniform float _Smoothness; uniform float _AlphaClip; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11724( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11726( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11671( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11682( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11683( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11679( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11740( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11766( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11768( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11772( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11784( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11811( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11819( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11857( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11856( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11848( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11839( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11841( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11842( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11834( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11832( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11833( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11860( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11865( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11863( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11882( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11890( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11892( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11888( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11884( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11886( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } v2f VertexFunction (appdata v ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11908 = fixedUV475; float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11910 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; float temp_output_8_0_g11910 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); #else float2 staticSwitch4_g11910 = temp_output_2_0_g11910; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11911 = temp_output_8_0_g11910; float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); #else float2 staticSwitch6_g11910 = staticSwitch4_g11910; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11910 = staticSwitch6_g11910; #endif float2 temp_output_424_0 = staticSwitch10_g11910; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord9.xy = v.ase_texcoord.xy; o.ase_texcoord10 = v.vertex; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = v.normal; v.tangent = v.tangent; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #if UNITY_VERSION >= 201810 && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_TRANSFER_LIGHTING(o, v.texcoord1.xy); #elif defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if UNITY_VERSION >= 201710 UNITY_TRANSFER_SHADOW(o, v.texcoord1.xy); #else TRANSFER_SHADOW(o); #endif #endif #ifdef ASE_FOG UNITY_TRANSFER_FOG(o,o.pos); #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) o.screenPos = ComputeScreenPos(o.pos); #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord = v.ase_texcoord; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag ( v2f IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) UNITY_LIGHT_ATTENUATION(atten, IN, worldPos) #else half atten = 1; #endif #if defined(ASE_NEEDS_FRAG_SCREEN_POSITION) float4 ScreenPos = IN.screenPos; #endif float2 texCoord363 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11670 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11671 = _WindMinIntensity; #else float staticSwitch117_g11671 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11671 = _WindMaxIntensity; #else float staticSwitch118_g11671 = WindMaxIntensity; #endif #endif float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11671 = _WindXPosition; #else float staticSwitch111_g11671 = transform62_g11671.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11671 = _WindNoiseScale; #else float staticSwitch113_g11671 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11671 = WindTime; #endif float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); float x101_g11671 = temp_output_50_0_g11671; float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); float2 temp_cast_0 = (temp_output_50_0_g11671).xx; float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11671 = simplePerlin2D121_g11671; #else float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); #endif float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif float2 texCoord435 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (worldPos).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11670; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11675 = shaderPosition235; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11675 = rotatedValue136_g11675; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11680 = unity_OrthoParams.y; float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11680 ); float2 temp_cast_4 = (temp_output_8_0_g11680).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11680).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11730 = staticSwitch62; float2 temp_output_26_0_g11730 = shaderPosition235; float temp_output_25_0_g11730 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord9.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); #else float staticSwitch29_g11737 = _UVDistortFade; #endif float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); #else float2 staticSwitch5_g11730 = temp_output_1_0_g11730; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11736 = staticSwitch5_g11730; float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11730 = staticSwitch5_g11730; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; #else float2 staticSwitch9_g11730 = staticSwitch7_g11730; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; #else float2 staticSwitch16_g11730 = staticSwitch9_g11730; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); #else float2 staticSwitch14_g11730 = staticSwitch16_g11730; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11730 = clampResult46_g11732; #else float2 staticSwitch4_g11730 = staticSwitch14_g11730; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11730 = staticSwitch4_g11730; #endif float2 temp_output_1_0_g11741 = staticSwitch24_g11730; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); #else float staticSwitch18_g11741 = temp_output_7_0_g11741; #endif float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); #else float2 staticSwitch13_g11741 = temp_output_1_0_g11741; #endif float2 temp_output_484_0 = staticSwitch13_g11741; float2 texCoord131 = IN.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord9.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11742 = staticSwitch485; float2 break11_g11742 = float2( 0,0 ); float2 break10_g11742 = float2( 1,1 ); float2 break9_g11742 = spriteRectMin376; float2 break8_g11742 = spriteRectMax377; float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11744 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11745 = _MainTex; float4 textureTexelSize3_g11745 = _MainTex_TexelSize; float2 uvs3_g11745 = temp_output_1_0_g11744; float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; #else float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11756 = temp_output_10_0_g11746; float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; float temp_output_2_0_g11747 = temp_output_10_0_g11746; float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; float temp_output_2_0_g11753 = temp_output_10_0_g11746; float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; float temp_output_2_0_g11750 = temp_output_10_0_g11746; float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11744 = staticSwitch8_g11744; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); float temp_output_2_0_g11760 = _SharpenOffset; float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); float4 staticSwitch12_g11744 = appendResult24_g11759; #else float4 staticSwitch12_g11744 = staticSwitch3_g11744; #endif float4 temp_output_471_0 = staticSwitch12_g11744; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11763 = temp_output_471_0; float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); float4 staticSwitch354 = appendResult8_g11763; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11764 = originalColor191; float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; float2 temp_output_7_0_g11764 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); float4 staticSwitch2_g11764 = appendResult31_g11765; #else float4 staticSwitch2_g11764 = temp_output_1_0_g11764; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11767 = staticSwitch2_g11764; float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11764 = appendResult13_g11767; #else float4 staticSwitch3_g11764 = staticSwitch2_g11764; #endif float4 temp_output_1_0_g11769 = staticSwitch3_g11764; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; float2 appendResult4_g11770 = (float2(worldPos.x , worldPos.y)); float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); float4 staticSwitch2_g11769 = appendResult42_g11770; #else float4 staticSwitch2_g11769 = temp_output_1_0_g11769; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11771 = finalUV146; float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); #else float4 staticSwitch6_g11769 = staticSwitch2_g11769; #endif float4 temp_output_3_0_g11773 = staticSwitch6_g11769; float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); float2 temp_output_1_0_g11773 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch81_g11805 = appendResult91_g11805; #endif float3 break82_g11805 = (staticSwitch81_g11805).xyz; float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); float4 break2_g11806 = temp_output_1_0_g11805; float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); float4 staticSwitch43_g11773 = appendResult30_g11805; #else float4 staticSwitch43_g11773 = temp_output_3_0_g11773; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11803 = staticSwitch43_g11773; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch62_g11803 = temp_output_1_0_g11803; #endif float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11803 = 0; if( temp_output_43_0_g11803 >= 0.8333333 ) ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11803 = 0; if( temp_output_43_0_g11803 <= 0.6666667 ) ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11803 = ifLocalVar46_g11803; float4 ifLocalVar47_g11803 = 0; if( temp_output_43_0_g11803 <= 0.3333333 ) ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11803 = 0; if( temp_output_43_0_g11803 <= 0.1666667 ) ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11803 = ifLocalVar47_g11803; float4 ifLocalVar35_g11803 = 0; if( temp_output_43_0_g11803 >= 0.5 ) ifLocalVar35_g11803 = ifLocalVar44_g11803; else ifLocalVar35_g11803 = ifLocalVar45_g11803; float4 break55_g11803 = ifLocalVar35_g11803; float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); float4 break2_g11804 = temp_output_1_0_g11803; float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); float4 staticSwitch9_g11773 = appendResult30_g11803; #else float4 staticSwitch9_g11773 = staticSwitch43_g11773; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11777 = staticSwitch9_g11773; float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; float3 In115_g11777 = temp_output_2_0_g11777; float3 From115_g11777 = (_ColorReplaceFromColor).rgb; float4 break2_g11778 = temp_output_1_0_g11777; float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11777 = _ColorReplaceSmoothness; float Range115_g11777 = _ColorReplaceRange; float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); float4 staticSwitch29_g11773 = appendResult4_g11777; #else float4 staticSwitch29_g11773 = staticSwitch9_g11773; #endif float4 temp_output_1_0_g11790 = staticSwitch29_g11773; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); float4 staticSwitch4_g11790 = appendResult8_g11790; #else float4 staticSwitch4_g11790 = temp_output_1_0_g11790; #endif float4 temp_output_57_0_g11773 = staticSwitch4_g11790; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); float4 staticSwitch32_g11773 = appendResult4_g11813; #else float4 staticSwitch32_g11773 = temp_output_57_0_g11773; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11788 = staticSwitch32_g11773; float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); float4 staticSwitch33_g11773 = appendResult6_g11788; #else float4 staticSwitch33_g11773 = staticSwitch32_g11773; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11789 = staticSwitch33_g11773; float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); float4 staticSwitch36_g11773 = appendResult8_g11789; #else float4 staticSwitch36_g11773 = staticSwitch33_g11773; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11807 = staticSwitch36_g11773; float4 break2_g11808 = temp_output_1_0_g11807; float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch30_g11773 = appendResult18_g11807; #else float4 staticSwitch30_g11773 = staticSwitch36_g11773; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11785 = staticSwitch30_g11773; float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; float4 break12_g11785 = temp_output_1_0_g11785; float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); float4 staticSwitch20_g11773 = appendResult11_g11785; #else float4 staticSwitch20_g11773 = staticSwitch30_g11773; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11799 = staticSwitch20_g11773; float4 break2_g11801 = temp_output_1_0_g11799; float2 temp_output_65_0_g11799 = shaderPosition235; float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); float4 staticSwitch17_g11773 = appendResult9_g11799; #else float4 staticSwitch17_g11773 = staticSwitch20_g11773; #endif float temp_output_39_0_g11773 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11791 = staticSwitch17_g11773; float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); float4 staticSwitch19_g11773 = appendResult6_g11791; #else float4 staticSwitch19_g11773 = staticSwitch17_g11773; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11795 = staticSwitch19_g11773; float4 break2_g11797 = temp_output_1_0_g11795; float2 uv_AddHueMask = IN.ase_texcoord9.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); #else float staticSwitch33_g11795 = _AddHueFade; #endif float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); float4 staticSwitch23_g11773 = appendResult6_g11795; #else float4 staticSwitch23_g11773 = staticSwitch19_g11773; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11792 = staticSwitch23_g11773; float4 break2_g11793 = temp_output_1_0_g11792; float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord9.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); #else float3 staticSwitch27_g11792 = temp_output_13_0_g11792; #endif float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); float4 staticSwitch28_g11773 = appendResult21_g11792; #else float4 staticSwitch28_g11773 = staticSwitch23_g11773; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11780 = staticSwitch28_g11773; float4 break2_g11781 = temp_output_1_0_g11780; float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch38_g11773 = appendResult8_g11780; #else float4 staticSwitch38_g11773 = staticSwitch28_g11773; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11782 = staticSwitch38_g11773; float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; float temp_output_179_0_g11782 = temp_output_39_0_g11773; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); #else float3 staticSwitch187_g11782 = temp_output_82_0_g11782; #endif float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11782 = float2( 0,0 ); #endif float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); #else float staticSwitch188_g11782 = temp_output_15_0_g11782.a; #endif float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); float4 staticSwitch12_g11773 = appendResult177_g11782; #else float4 staticSwitch12_g11773 = staticSwitch38_g11773; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11810 = staticSwitch12_g11773; float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; float temp_output_186_0_g11810 = temp_output_39_0_g11773; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); #else float3 staticSwitch199_g11810 = temp_output_82_0_g11810; #endif float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11810 = 1.0; #else float staticSwitch203_g11810 = temp_output_182_0_g11810; #endif float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11810 = float2( 0,0 ); #endif float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); #else float staticSwitch200_g11810 = lerpResult168_g11810; #endif float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); float4 staticSwitch13_g11773 = appendResult174_g11810; #else float4 staticSwitch13_g11773 = staticSwitch12_g11773; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11787 = staticSwitch13_g11773; float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); #else float3 staticSwitch199_g11787 = temp_output_82_0_g11787; #endif float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11787 = 1.0; #else float staticSwitch203_g11787 = temp_output_182_0_g11787; #endif float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); #else float staticSwitch200_g11787 = lerpResult168_g11787; #endif float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); float4 staticSwitch48_g11773 = appendResult174_g11787; #else float4 staticSwitch48_g11773 = staticSwitch13_g11773; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11774 = staticSwitch48_g11773; float4 break2_g11775 = temp_output_5_0_g11774; float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); float4 staticSwitch46_g11773 = appendResult12_g11774; #else float4 staticSwitch46_g11773 = staticSwitch48_g11773; #endif float4 temp_output_361_0 = staticSwitch46_g11773; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11815 = temp_output_361_0; float4 break2_g11816 = temp_output_1_0_g11815; float temp_output_44_0_g11815 = unity_OrthoParams.y; float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11815; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11818 = staticSwitch56; float4 break2_g11820 = temp_output_1_0_g11818; float temp_output_34_0_g11818 = shaderTime237; float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); float4 staticSwitch57 = appendResult27_g11818; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11822 = staticSwitch57; float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; float2 temp_output_41_0_g11822 = shaderPosition235; float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; float temp_output_40_0_g11822 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); #else float2 staticSwitch101_g11852 = temp_output_99_0_g11852; #endif float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); float4 break2_g11855 = temp_output_1_0_g11852; float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); float4 staticSwitch26_g11822 = appendResult7_g11852; #else float4 staticSwitch26_g11822 = temp_output_3_0_g11822; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11845 = staticSwitch26_g11822; float temp_output_59_0_g11845 = temp_output_40_0_g11822; float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); float4 break2_g11847 = temp_output_1_0_g11845; float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord9.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); #else float staticSwitch60_g11845 = _MetalFade; #endif float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); float4 staticSwitch28_g11822 = appendResult8_g11845; #else float4 staticSwitch28_g11822 = staticSwitch26_g11822; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11837 = staticSwitch28_g11822; float4 break2_g11838 = temp_output_1_0_g11837; float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); float temp_output_73_0_g11837 = temp_output_40_0_g11822; float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); float4 staticSwitch29_g11822 = appendResult26_g11837; #else float4 staticSwitch29_g11822 = staticSwitch28_g11822; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11831 = staticSwitch29_g11822; float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); float4 staticSwitch32_g11822 = appendResult43_g11831; #else float4 staticSwitch32_g11822 = staticSwitch29_g11822; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11827 = staticSwitch32_g11822; float4 break2_g11829 = temp_output_1_0_g11827; float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); float4 staticSwitch34_g11822 = appendResult29_g11827; #else float4 staticSwitch34_g11822 = staticSwitch32_g11822; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11823 = staticSwitch34_g11822; float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; float4 break2_g11825 = temp_output_1_0_g11823; float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord9.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); #else float staticSwitch98_g11823 = _ShineFade; #endif float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); float4 staticSwitch36_g11822 = appendResult8_g11823; #else float4 staticSwitch36_g11822 = staticSwitch34_g11822; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11858 = temp_output_40_0_g11822; float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; float4 temp_output_1_0_g11858 = staticSwitch36_g11822; float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); float4 staticSwitch39_g11822 = appendResult27_g11858; #else float4 staticSwitch39_g11822 = staticSwitch36_g11822; #endif float4 temp_output_10_0_g11862 = staticSwitch39_g11822; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; float temp_output_1_0_g11862 = temp_output_40_0_g11822; float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11862 = hsvTorgb53_g11862; #else float3 staticSwitch50_g11862 = lerpResult42_g11862; #endif float4 break2_g11864 = temp_output_10_0_g11862; float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11862 = lerpResult44_g11862; #else float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); #endif float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); float4 staticSwitch11_g11862 = appendResult19_g11862; #else float4 staticSwitch11_g11862 = temp_output_10_0_g11862; #endif float4 temp_output_1_0_g11867 = staticSwitch11_g11862; #ifdef _ENABLESHIFTING_ON float4 break5_g11867 = temp_output_1_0_g11867; float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); float4 break2_g11868 = temp_output_1_0_g11867; float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11867 = hsvTorgb12_g11867; #else float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); #endif float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); float4 staticSwitch33_g11867 = appendResult6_g11867; #else float4 staticSwitch33_g11867 = temp_output_1_0_g11867; #endif float4 temp_output_5_0_g11874 = staticSwitch33_g11867; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11874 = temp_output_5_0_g11874; float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); float temp_output_27_0_g11874 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); #else float2 staticSwitch73_g11874 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11875 = _TextureLayer1Columns; int Height10_g11875 = _TextureLayer1Rows; float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11875 = float2( 0,1 ); float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; #else float2 staticSwitch20_g11874 = temp_output_72_0_g11874; #endif float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); float4 break2_g11876 = temp_output_5_0_g11874; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); #else float3 staticSwitch80_g11874 = temp_output_16_0_g11874; #endif float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); float4 staticSwitch15_g11874 = appendResult14_g11874; #else float4 staticSwitch15_g11874 = temp_output_5_0_g11874; #endif float4 temp_output_5_0_g11870 = staticSwitch15_g11874; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11870 = temp_output_5_0_g11870; float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); float temp_output_27_0_g11870 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); #else float2 staticSwitch73_g11870 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11871 = _TextureLayer2Columns; int Height10_g11871 = _TextureLayer2Rows; float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11871 = float2( 0,1 ); float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; #else float2 staticSwitch20_g11870 = temp_output_72_0_g11870; #endif float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); float4 break2_g11872 = temp_output_5_0_g11870; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); #else float3 staticSwitch84_g11870 = temp_output_16_0_g11870; #endif float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); float4 staticSwitch15_g11870 = appendResult14_g11870; #else float4 staticSwitch15_g11870 = temp_output_5_0_g11870; #endif float4 temp_output_473_0 = staticSwitch15_g11870; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11878 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11878; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11879 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11879; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11880 = staticSwitch75; float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11880 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); float4 staticSwitch3_g11880 = appendResult3_g11881; #else float4 staticSwitch3_g11880 = temp_output_1_0_g11880; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11889 = staticSwitch3_g11880; float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); float4 staticSwitch5_g11880 = appendResult3_g11889; #else float4 staticSwitch5_g11880 = staticSwitch3_g11880; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11891 = staticSwitch5_g11880; float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); float4 staticSwitch8_g11880 = appendResult3_g11891; #else float4 staticSwitch8_g11880 = staticSwitch5_g11880; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11887 = staticSwitch8_g11880; float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); float4 staticSwitch9_g11880 = appendResult3_g11887; #else float4 staticSwitch9_g11880 = staticSwitch8_g11880; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11883 = staticSwitch9_g11880; float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11883 = rotatedValue136_g11883; float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); float4 staticSwitch11_g11880 = appendResult3_g11883; #else float4 staticSwitch11_g11880 = staticSwitch9_g11880; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11885 = rotatedValue136_g11885; float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); float4 temp_output_1_0_g11885 = staticSwitch11_g11880; float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); float4 staticSwitch15_g11880 = appendResult3_g11885; #else float4 staticSwitch15_g11880 = staticSwitch11_g11880; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11893 = staticSwitch15_g11880; float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); float4 staticSwitch13_g11880 = appendResult3_g11893; #else float4 staticSwitch13_g11880 = staticSwitch15_g11880; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord9.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); #else float3 staticSwitch16_g11896 = temp_output_3_0_g11896; #endif float4 temp_output_1_0_g11896 = staticSwitch13_g11880; float4 break2_g11898 = temp_output_1_0_g11896; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else float3 staticSwitch17_g11896 = staticSwitch16_g11896; #endif float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); float4 staticSwitch5_g11895 = appendResult6_g11896; #else float4 staticSwitch5_g11895 = staticSwitch13_g11880; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11899 = staticSwitch5_g11895; float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); float4 staticSwitch11_g11895 = appendResult13_g11899; #else float4 staticSwitch11_g11895 = staticSwitch5_g11895; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11900 = staticSwitch11_g11895; float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord9.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); #else float3 staticSwitch21_g11900 = temp_output_6_0_g11900; #endif float4 break2_g11902 = temp_output_1_0_g11900; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); #else float3 staticSwitch22_g11900 = staticSwitch21_g11900; #endif float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); float4 staticSwitch7_g11895 = appendResult9_g11900; #else float4 staticSwitch7_g11895 = staticSwitch11_g11895; #endif float4 temp_output_2_0_g11903 = staticSwitch7_g11895; #ifdef _ENABLESHADOW_ON float4 break4_g11905 = temp_output_2_0_g11903; float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11905 = appendResult85_g11903; float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); float4 staticSwitch82_g11903 = appendResult18_g11905; #else float4 staticSwitch82_g11903 = temp_output_2_0_g11903; #endif float4 break4_g11906 = staticSwitch82_g11903; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11764 = 1.0; #else float staticSwitch8_g11764 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11764 = 1.0; #else float staticSwitch9_g11764 = staticSwitch8_g11764; #endif float customVertexAlpha193 = staticSwitch9_g11764; float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11906; float4 temp_output_1_0_g11907 = temp_output_344_0; float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11907; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11914 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); float4 staticSwitch6_g11914 = appendResult2_g11914; #else float4 staticSwitch6_g11914 = temp_output_7_0_g11914; #endif float4 temp_output_340_0 = staticSwitch6_g11914; float2 temp_output_11_0_g11915 = finalUV146; #ifdef _EMISSIONTOGGLE_ON float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); #else float3 staticSwitch13_g11915 = float3(0,0,0); #endif #ifdef _METALLICMAPTOGGLE_ON float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); #else float staticSwitch23_g11915 = _Metallic; #endif #ifdef _METALLICMAPTOGGLE_ON float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); #else float staticSwitch22_g11915 = _Smoothness; #endif o.Albedo = temp_output_340_0.rgb; o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); o.Emission = staticSwitch13_g11915; #if defined(_SPECULAR_SETUP) o.Specular = fixed3( 0, 0, 0 ); #else o.Metallic = staticSwitch23_g11915; #endif o.Smoothness = staticSwitch22_g11915; o.Occlusion = 1; o.Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float3 Transmission = 1; float3 Translucency = 1; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif fixed4 c = 0; float3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y = dot(IN.tSpace1.xyz, o.Normal); worldN.z = dot(IN.tSpace2.xyz, o.Normal); worldN = normalize(worldN); o.Normal = worldN; UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = _LightColor0.rgb; gi.light.dir = lightDir; gi.light.color *= atten; #if defined(_SPECULAR_SETUP) c += LightingStandardSpecular( o, worldViewDir, gi ); #else c += LightingStandard( o, worldViewDir, gi ); #endif #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 transmission = max(0 , -dot(o.Normal, gi.light.dir)) * lightAtten * Transmission; c.rgb += o.Albedo * transmission; } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #ifdef DIRECTIONAL float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, shadow ); #else float3 lightAtten = gi.light.color; #endif half3 lightDir = gi.light.dir + o.Normal * normal; half transVdotL = pow( saturate( dot( worldViewDir, -lightDir ) ), scattering ); half3 translucency = lightAtten * (transVdotL * direct + gi.indirect.diffuse * ambient) * Translucency; c.rgb += o.Albedo * translucency * strength; } #endif //#ifdef ASE_REFRACTION // float4 projScreenPos = ScreenPos / ScreenPos.w; // float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); // projScreenPos.xy += refractionOffset.xy; // float3 refraction = UNITY_SAMPLE_SCREENSPACE_TEXTURE( _GrabTexture, projScreenPos ) * RefractionColor; // color.rgb = lerp( refraction, color.rgb, color.a ); // color.a = 1; //#endif #ifdef ASE_FOG UNITY_APPLY_FOG(IN.fogCoord, c); #endif return c; } ENDCG } Pass { Name "Deferred" Tags { "LightMode"="Deferred" } AlphaToMask Off CGPROGRAM #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma multi_compile_instancing #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_ON 1 #define ASE_VERSION 19801 #pragma vertex vert #pragma fragment frag #pragma target 3.5 #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_prepassfinal #ifndef UNITY_PASS_DEFERRED #define UNITY_PASS_DEFERRED #endif #include "HLSLSupport.cginc" #if !defined( UNITY_INSTANCED_LOD_FADE ) #define UNITY_INSTANCED_LOD_FADE #endif #if !defined( UNITY_INSTANCED_SH ) #define UNITY_INSTANCED_SH #endif #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityStandardUtils.cginc" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON #pragma shader_feature _EMISSIONTOGGLE_ON #pragma shader_feature _METALLICMAPTOGGLE_ON struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif float4 lmap : TEXCOORD2; #ifndef LIGHTMAP_ON #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL half3 sh : TEXCOORD3; #endif #else #ifdef DIRLIGHTMAP_OFF float4 lmapFadePos : TEXCOORD4; #endif #endif float4 tSpace0 : TEXCOORD5; float4 tSpace1 : TEXCOORD6; float4 tSpace2 : TEXCOORD7; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; float4 ase_texcoord10 : TEXCOORD10; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef LIGHTMAP_ON float4 unity_LightmapFade; #endif fixed4 unity_Ambient; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif uniform sampler2D _MainTex; float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif uniform float _ScreenWidthUnits; uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineAlphaLimit; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; #endif uniform float _ShadowFade; #ifdef _ENABLESHADOW_ON uniform float2 _ShadowOffset; #endif uniform sampler2D _NormalMap; uniform float _NormalIntensity; #ifdef _EMISSIONTOGGLE_ON uniform float4 _EmissionTint; uniform sampler2D _EmissionMap; #endif uniform float _Metallic; #ifdef _METALLICMAPTOGGLE_ON uniform sampler2D _MetallicMap; #endif uniform float _Smoothness; uniform float _AlphaClip; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11724( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11726( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11671( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11682( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11683( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11679( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11740( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11766( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11768( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11772( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11784( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11811( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11819( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11857( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11856( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11848( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11839( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11841( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11842( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11834( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11832( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11833( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11860( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11865( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11863( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11882( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11890( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11892( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11888( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11884( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11886( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } v2f VertexFunction (appdata v ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11908 = fixedUV475; float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11910 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; float temp_output_8_0_g11910 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); #else float2 staticSwitch4_g11910 = temp_output_2_0_g11910; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11911 = temp_output_8_0_g11910; float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); #else float2 staticSwitch6_g11910 = staticSwitch4_g11910; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11910 = staticSwitch6_g11910; #endif float2 temp_output_424_0 = staticSwitch10_g11910; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord9 = screenPos; o.ase_texcoord8.xy = v.ase_texcoord.xy; o.ase_texcoord10 = v.vertex; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord8.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = v.normal; v.tangent = v.tangent; o.pos = UnityObjectToClipPos(v.vertex); float3 worldPos = mul(unity_ObjectToWorld, v.vertex).xyz; fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w; fixed3 worldBinormal = cross(worldNormal, worldTangent) * tangentSign; o.tSpace0 = float4(worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x); o.tSpace1 = float4(worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y); o.tSpace2 = float4(worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z); #ifdef DYNAMICLIGHTMAP_ON o.lmap.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #else o.lmap.zw = 0; #endif #ifdef LIGHTMAP_ON o.lmap.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; #ifdef DIRLIGHTMAP_OFF o.lmapFadePos.xyz = (mul(unity_ObjectToWorld, v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w; o.lmapFadePos.w = (-UnityObjectToViewPos(v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w); #endif #else o.lmap.xy = 0; #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL o.sh = 0; o.sh = ShadeSHPerVertex (worldNormal, o.sh); #endif #endif return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord = v.ase_texcoord; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif void frag (v2f IN , out half4 outGBuffer0 : SV_Target0 , out half4 outGBuffer1 : SV_Target1 , out half4 outGBuffer2 : SV_Target2 , out half4 outEmission : SV_Target3 #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) , out half4 outShadowMask : SV_Target4 #endif #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif float3 WorldTangent = float3(IN.tSpace0.x,IN.tSpace1.x,IN.tSpace2.x); float3 WorldBiTangent = float3(IN.tSpace0.y,IN.tSpace1.y,IN.tSpace2.y); float3 WorldNormal = float3(IN.tSpace0.z,IN.tSpace1.z,IN.tSpace2.z); float3 worldPos = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 worldViewDir = normalize(UnityWorldSpaceViewDir(worldPos)); half atten = 1; float2 texCoord363 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord9; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11670 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11671 = _WindMinIntensity; #else float staticSwitch117_g11671 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11671 = _WindMaxIntensity; #else float staticSwitch118_g11671 = WindMaxIntensity; #endif #endif float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11671 = _WindXPosition; #else float staticSwitch111_g11671 = transform62_g11671.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11671 = _WindNoiseScale; #else float staticSwitch113_g11671 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11671 = WindTime; #endif float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); float x101_g11671 = temp_output_50_0_g11671; float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); float2 temp_cast_0 = (temp_output_50_0_g11671).xx; float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11671 = simplePerlin2D121_g11671; #else float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); #endif float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif float2 texCoord435 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (IN.ase_texcoord10.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (IN.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (worldPos).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11670; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11675 = shaderPosition235; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11675 = rotatedValue136_g11675; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11680 = unity_OrthoParams.y; float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + worldPos.y ) / temp_output_81_0_g11680 ); float2 temp_cast_4 = (temp_output_8_0_g11680).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11680).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11730 = staticSwitch62; float2 temp_output_26_0_g11730 = shaderPosition235; float temp_output_25_0_g11730 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord8.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); #else float staticSwitch29_g11737 = _UVDistortFade; #endif float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); #else float2 staticSwitch5_g11730 = temp_output_1_0_g11730; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11736 = staticSwitch5_g11730; float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11730 = staticSwitch5_g11730; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; #else float2 staticSwitch9_g11730 = staticSwitch7_g11730; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; #else float2 staticSwitch16_g11730 = staticSwitch9_g11730; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); #else float2 staticSwitch14_g11730 = staticSwitch16_g11730; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11730 = clampResult46_g11732; #else float2 staticSwitch4_g11730 = staticSwitch14_g11730; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11730 = staticSwitch4_g11730; #endif float2 temp_output_1_0_g11741 = staticSwitch24_g11730; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); #else float staticSwitch18_g11741 = temp_output_7_0_g11741; #endif float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); #else float2 staticSwitch13_g11741 = temp_output_1_0_g11741; #endif float2 temp_output_484_0 = staticSwitch13_g11741; float2 texCoord131 = IN.ase_texcoord8.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord8.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11742 = staticSwitch485; float2 break11_g11742 = float2( 0,0 ); float2 break10_g11742 = float2( 1,1 ); float2 break9_g11742 = spriteRectMin376; float2 break8_g11742 = spriteRectMax377; float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11744 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11745 = _MainTex; float4 textureTexelSize3_g11745 = _MainTex_TexelSize; float2 uvs3_g11745 = temp_output_1_0_g11744; float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; #else float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11756 = temp_output_10_0_g11746; float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; float temp_output_2_0_g11747 = temp_output_10_0_g11746; float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; float temp_output_2_0_g11753 = temp_output_10_0_g11746; float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; float temp_output_2_0_g11750 = temp_output_10_0_g11746; float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11744 = staticSwitch8_g11744; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); float temp_output_2_0_g11760 = _SharpenOffset; float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); float4 staticSwitch12_g11744 = appendResult24_g11759; #else float4 staticSwitch12_g11744 = staticSwitch3_g11744; #endif float4 temp_output_471_0 = staticSwitch12_g11744; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11763 = temp_output_471_0; float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); float4 staticSwitch354 = appendResult8_g11763; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11764 = originalColor191; float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; float2 temp_output_7_0_g11764 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); float4 staticSwitch2_g11764 = appendResult31_g11765; #else float4 staticSwitch2_g11764 = temp_output_1_0_g11764; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11767 = staticSwitch2_g11764; float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11764 = appendResult13_g11767; #else float4 staticSwitch3_g11764 = staticSwitch2_g11764; #endif float4 temp_output_1_0_g11769 = staticSwitch3_g11764; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; float2 appendResult4_g11770 = (float2(worldPos.x , worldPos.y)); float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); float4 staticSwitch2_g11769 = appendResult42_g11770; #else float4 staticSwitch2_g11769 = temp_output_1_0_g11769; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11771 = finalUV146; float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); #else float4 staticSwitch6_g11769 = staticSwitch2_g11769; #endif float4 temp_output_3_0_g11773 = staticSwitch6_g11769; float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); float2 temp_output_1_0_g11773 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch81_g11805 = appendResult91_g11805; #endif float3 break82_g11805 = (staticSwitch81_g11805).xyz; float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); float4 break2_g11806 = temp_output_1_0_g11805; float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); float4 staticSwitch43_g11773 = appendResult30_g11805; #else float4 staticSwitch43_g11773 = temp_output_3_0_g11773; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11803 = staticSwitch43_g11773; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch62_g11803 = temp_output_1_0_g11803; #endif float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11803 = 0; if( temp_output_43_0_g11803 >= 0.8333333 ) ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11803 = 0; if( temp_output_43_0_g11803 <= 0.6666667 ) ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11803 = ifLocalVar46_g11803; float4 ifLocalVar47_g11803 = 0; if( temp_output_43_0_g11803 <= 0.3333333 ) ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11803 = 0; if( temp_output_43_0_g11803 <= 0.1666667 ) ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11803 = ifLocalVar47_g11803; float4 ifLocalVar35_g11803 = 0; if( temp_output_43_0_g11803 >= 0.5 ) ifLocalVar35_g11803 = ifLocalVar44_g11803; else ifLocalVar35_g11803 = ifLocalVar45_g11803; float4 break55_g11803 = ifLocalVar35_g11803; float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); float4 break2_g11804 = temp_output_1_0_g11803; float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); float4 staticSwitch9_g11773 = appendResult30_g11803; #else float4 staticSwitch9_g11773 = staticSwitch43_g11773; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11777 = staticSwitch9_g11773; float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; float3 In115_g11777 = temp_output_2_0_g11777; float3 From115_g11777 = (_ColorReplaceFromColor).rgb; float4 break2_g11778 = temp_output_1_0_g11777; float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11777 = _ColorReplaceSmoothness; float Range115_g11777 = _ColorReplaceRange; float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); float4 staticSwitch29_g11773 = appendResult4_g11777; #else float4 staticSwitch29_g11773 = staticSwitch9_g11773; #endif float4 temp_output_1_0_g11790 = staticSwitch29_g11773; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); float4 staticSwitch4_g11790 = appendResult8_g11790; #else float4 staticSwitch4_g11790 = temp_output_1_0_g11790; #endif float4 temp_output_57_0_g11773 = staticSwitch4_g11790; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); float4 staticSwitch32_g11773 = appendResult4_g11813; #else float4 staticSwitch32_g11773 = temp_output_57_0_g11773; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11788 = staticSwitch32_g11773; float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); float4 staticSwitch33_g11773 = appendResult6_g11788; #else float4 staticSwitch33_g11773 = staticSwitch32_g11773; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11789 = staticSwitch33_g11773; float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); float4 staticSwitch36_g11773 = appendResult8_g11789; #else float4 staticSwitch36_g11773 = staticSwitch33_g11773; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11807 = staticSwitch36_g11773; float4 break2_g11808 = temp_output_1_0_g11807; float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch30_g11773 = appendResult18_g11807; #else float4 staticSwitch30_g11773 = staticSwitch36_g11773; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11785 = staticSwitch30_g11773; float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; float4 break12_g11785 = temp_output_1_0_g11785; float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); float4 staticSwitch20_g11773 = appendResult11_g11785; #else float4 staticSwitch20_g11773 = staticSwitch30_g11773; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11799 = staticSwitch20_g11773; float4 break2_g11801 = temp_output_1_0_g11799; float2 temp_output_65_0_g11799 = shaderPosition235; float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); float4 staticSwitch17_g11773 = appendResult9_g11799; #else float4 staticSwitch17_g11773 = staticSwitch20_g11773; #endif float temp_output_39_0_g11773 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11791 = staticSwitch17_g11773; float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); float4 staticSwitch19_g11773 = appendResult6_g11791; #else float4 staticSwitch19_g11773 = staticSwitch17_g11773; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11795 = staticSwitch19_g11773; float4 break2_g11797 = temp_output_1_0_g11795; float2 uv_AddHueMask = IN.ase_texcoord8.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); #else float staticSwitch33_g11795 = _AddHueFade; #endif float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); float4 staticSwitch23_g11773 = appendResult6_g11795; #else float4 staticSwitch23_g11773 = staticSwitch19_g11773; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11792 = staticSwitch23_g11773; float4 break2_g11793 = temp_output_1_0_g11792; float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord8.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); #else float3 staticSwitch27_g11792 = temp_output_13_0_g11792; #endif float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); float4 staticSwitch28_g11773 = appendResult21_g11792; #else float4 staticSwitch28_g11773 = staticSwitch23_g11773; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11780 = staticSwitch28_g11773; float4 break2_g11781 = temp_output_1_0_g11780; float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch38_g11773 = appendResult8_g11780; #else float4 staticSwitch38_g11773 = staticSwitch28_g11773; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11782 = staticSwitch38_g11773; float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; float temp_output_179_0_g11782 = temp_output_39_0_g11773; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); #else float3 staticSwitch187_g11782 = temp_output_82_0_g11782; #endif float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11782 = float2( 0,0 ); #endif float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); #else float staticSwitch188_g11782 = temp_output_15_0_g11782.a; #endif float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); float4 staticSwitch12_g11773 = appendResult177_g11782; #else float4 staticSwitch12_g11773 = staticSwitch38_g11773; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11810 = staticSwitch12_g11773; float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; float temp_output_186_0_g11810 = temp_output_39_0_g11773; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); #else float3 staticSwitch199_g11810 = temp_output_82_0_g11810; #endif float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11810 = 1.0; #else float staticSwitch203_g11810 = temp_output_182_0_g11810; #endif float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11810 = float2( 0,0 ); #endif float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); #else float staticSwitch200_g11810 = lerpResult168_g11810; #endif float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); float4 staticSwitch13_g11773 = appendResult174_g11810; #else float4 staticSwitch13_g11773 = staticSwitch12_g11773; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11787 = staticSwitch13_g11773; float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); #else float3 staticSwitch199_g11787 = temp_output_82_0_g11787; #endif float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11787 = 1.0; #else float staticSwitch203_g11787 = temp_output_182_0_g11787; #endif float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); #else float staticSwitch200_g11787 = lerpResult168_g11787; #endif float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); float4 staticSwitch48_g11773 = appendResult174_g11787; #else float4 staticSwitch48_g11773 = staticSwitch13_g11773; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11774 = staticSwitch48_g11773; float4 break2_g11775 = temp_output_5_0_g11774; float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); float4 staticSwitch46_g11773 = appendResult12_g11774; #else float4 staticSwitch46_g11773 = staticSwitch48_g11773; #endif float4 temp_output_361_0 = staticSwitch46_g11773; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11815 = temp_output_361_0; float4 break2_g11816 = temp_output_1_0_g11815; float temp_output_44_0_g11815 = unity_OrthoParams.y; float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + worldPos.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11815; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11818 = staticSwitch56; float4 break2_g11820 = temp_output_1_0_g11818; float temp_output_34_0_g11818 = shaderTime237; float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); float4 staticSwitch57 = appendResult27_g11818; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11822 = staticSwitch57; float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; float2 temp_output_41_0_g11822 = shaderPosition235; float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; float temp_output_40_0_g11822 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); #else float2 staticSwitch101_g11852 = temp_output_99_0_g11852; #endif float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); float4 break2_g11855 = temp_output_1_0_g11852; float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); float4 staticSwitch26_g11822 = appendResult7_g11852; #else float4 staticSwitch26_g11822 = temp_output_3_0_g11822; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11845 = staticSwitch26_g11822; float temp_output_59_0_g11845 = temp_output_40_0_g11822; float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); float4 break2_g11847 = temp_output_1_0_g11845; float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord8.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); #else float staticSwitch60_g11845 = _MetalFade; #endif float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); float4 staticSwitch28_g11822 = appendResult8_g11845; #else float4 staticSwitch28_g11822 = staticSwitch26_g11822; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11837 = staticSwitch28_g11822; float4 break2_g11838 = temp_output_1_0_g11837; float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); float temp_output_73_0_g11837 = temp_output_40_0_g11822; float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); float4 staticSwitch29_g11822 = appendResult26_g11837; #else float4 staticSwitch29_g11822 = staticSwitch28_g11822; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11831 = staticSwitch29_g11822; float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); float4 staticSwitch32_g11822 = appendResult43_g11831; #else float4 staticSwitch32_g11822 = staticSwitch29_g11822; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11827 = staticSwitch32_g11822; float4 break2_g11829 = temp_output_1_0_g11827; float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); float4 staticSwitch34_g11822 = appendResult29_g11827; #else float4 staticSwitch34_g11822 = staticSwitch32_g11822; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11823 = staticSwitch34_g11822; float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; float4 break2_g11825 = temp_output_1_0_g11823; float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord8.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); #else float staticSwitch98_g11823 = _ShineFade; #endif float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); float4 staticSwitch36_g11822 = appendResult8_g11823; #else float4 staticSwitch36_g11822 = staticSwitch34_g11822; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11858 = temp_output_40_0_g11822; float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; float4 temp_output_1_0_g11858 = staticSwitch36_g11822; float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); float4 staticSwitch39_g11822 = appendResult27_g11858; #else float4 staticSwitch39_g11822 = staticSwitch36_g11822; #endif float4 temp_output_10_0_g11862 = staticSwitch39_g11822; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; float temp_output_1_0_g11862 = temp_output_40_0_g11822; float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11862 = hsvTorgb53_g11862; #else float3 staticSwitch50_g11862 = lerpResult42_g11862; #endif float4 break2_g11864 = temp_output_10_0_g11862; float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11862 = lerpResult44_g11862; #else float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); #endif float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); float4 staticSwitch11_g11862 = appendResult19_g11862; #else float4 staticSwitch11_g11862 = temp_output_10_0_g11862; #endif float4 temp_output_1_0_g11867 = staticSwitch11_g11862; #ifdef _ENABLESHIFTING_ON float4 break5_g11867 = temp_output_1_0_g11867; float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); float4 break2_g11868 = temp_output_1_0_g11867; float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11867 = hsvTorgb12_g11867; #else float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); #endif float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); float4 staticSwitch33_g11867 = appendResult6_g11867; #else float4 staticSwitch33_g11867 = temp_output_1_0_g11867; #endif float4 temp_output_5_0_g11874 = staticSwitch33_g11867; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11874 = temp_output_5_0_g11874; float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); float temp_output_27_0_g11874 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); #else float2 staticSwitch73_g11874 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11875 = _TextureLayer1Columns; int Height10_g11875 = _TextureLayer1Rows; float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11875 = float2( 0,1 ); float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; #else float2 staticSwitch20_g11874 = temp_output_72_0_g11874; #endif float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); float4 break2_g11876 = temp_output_5_0_g11874; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); #else float3 staticSwitch80_g11874 = temp_output_16_0_g11874; #endif float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); float4 staticSwitch15_g11874 = appendResult14_g11874; #else float4 staticSwitch15_g11874 = temp_output_5_0_g11874; #endif float4 temp_output_5_0_g11870 = staticSwitch15_g11874; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11870 = temp_output_5_0_g11870; float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); float temp_output_27_0_g11870 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); #else float2 staticSwitch73_g11870 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11871 = _TextureLayer2Columns; int Height10_g11871 = _TextureLayer2Rows; float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11871 = float2( 0,1 ); float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; #else float2 staticSwitch20_g11870 = temp_output_72_0_g11870; #endif float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); float4 break2_g11872 = temp_output_5_0_g11870; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); #else float3 staticSwitch84_g11870 = temp_output_16_0_g11870; #endif float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); float4 staticSwitch15_g11870 = appendResult14_g11870; #else float4 staticSwitch15_g11870 = temp_output_5_0_g11870; #endif float4 temp_output_473_0 = staticSwitch15_g11870; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11878 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11878; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11879 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11879; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11880 = staticSwitch75; float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11880 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); float4 staticSwitch3_g11880 = appendResult3_g11881; #else float4 staticSwitch3_g11880 = temp_output_1_0_g11880; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11889 = staticSwitch3_g11880; float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); float4 staticSwitch5_g11880 = appendResult3_g11889; #else float4 staticSwitch5_g11880 = staticSwitch3_g11880; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11891 = staticSwitch5_g11880; float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); float4 staticSwitch8_g11880 = appendResult3_g11891; #else float4 staticSwitch8_g11880 = staticSwitch5_g11880; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11887 = staticSwitch8_g11880; float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); float4 staticSwitch9_g11880 = appendResult3_g11887; #else float4 staticSwitch9_g11880 = staticSwitch8_g11880; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11883 = staticSwitch9_g11880; float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11883 = rotatedValue136_g11883; float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); float4 staticSwitch11_g11880 = appendResult3_g11883; #else float4 staticSwitch11_g11880 = staticSwitch9_g11880; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11885 = rotatedValue136_g11885; float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); float4 temp_output_1_0_g11885 = staticSwitch11_g11880; float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); float4 staticSwitch15_g11880 = appendResult3_g11885; #else float4 staticSwitch15_g11880 = staticSwitch11_g11880; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11893 = staticSwitch15_g11880; float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); float4 staticSwitch13_g11880 = appendResult3_g11893; #else float4 staticSwitch13_g11880 = staticSwitch15_g11880; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord8.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); #else float3 staticSwitch16_g11896 = temp_output_3_0_g11896; #endif float4 temp_output_1_0_g11896 = staticSwitch13_g11880; float4 break2_g11898 = temp_output_1_0_g11896; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else float3 staticSwitch17_g11896 = staticSwitch16_g11896; #endif float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); float4 staticSwitch5_g11895 = appendResult6_g11896; #else float4 staticSwitch5_g11895 = staticSwitch13_g11880; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11899 = staticSwitch5_g11895; float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); float4 staticSwitch11_g11895 = appendResult13_g11899; #else float4 staticSwitch11_g11895 = staticSwitch5_g11895; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11900 = staticSwitch11_g11895; float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord8.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); #else float3 staticSwitch21_g11900 = temp_output_6_0_g11900; #endif float4 break2_g11902 = temp_output_1_0_g11900; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); #else float3 staticSwitch22_g11900 = staticSwitch21_g11900; #endif float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); float4 staticSwitch7_g11895 = appendResult9_g11900; #else float4 staticSwitch7_g11895 = staticSwitch11_g11895; #endif float4 temp_output_2_0_g11903 = staticSwitch7_g11895; #ifdef _ENABLESHADOW_ON float4 break4_g11905 = temp_output_2_0_g11903; float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11905 = appendResult85_g11903; float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); float4 staticSwitch82_g11903 = appendResult18_g11905; #else float4 staticSwitch82_g11903 = temp_output_2_0_g11903; #endif float4 break4_g11906 = staticSwitch82_g11903; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11764 = 1.0; #else float staticSwitch8_g11764 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11764 = 1.0; #else float staticSwitch9_g11764 = staticSwitch8_g11764; #endif float customVertexAlpha193 = staticSwitch9_g11764; float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11906; float4 temp_output_1_0_g11907 = temp_output_344_0; float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11907; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11914 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); float4 staticSwitch6_g11914 = appendResult2_g11914; #else float4 staticSwitch6_g11914 = temp_output_7_0_g11914; #endif float4 temp_output_340_0 = staticSwitch6_g11914; float2 temp_output_11_0_g11915 = finalUV146; #ifdef _EMISSIONTOGGLE_ON float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); #else float3 staticSwitch13_g11915 = float3(0,0,0); #endif #ifdef _METALLICMAPTOGGLE_ON float4 tex2DNode7_g11915 = tex2D( _MetallicMap, temp_output_11_0_g11915 ); float staticSwitch23_g11915 = ( tex2DNode7_g11915.r * _Metallic ); #else float staticSwitch23_g11915 = _Metallic; #endif #ifdef _METALLICMAPTOGGLE_ON float staticSwitch22_g11915 = ( _Smoothness * tex2DNode7_g11915.r ); #else float staticSwitch22_g11915 = _Smoothness; #endif o.Albedo = temp_output_340_0.rgb; o.Normal = UnpackScaleNormal( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); o.Emission = staticSwitch13_g11915; #if defined(_SPECULAR_SETUP) o.Specular = fixed3( 0, 0, 0 ); #else o.Metallic = staticSwitch23_g11915; #endif o.Smoothness = staticSwitch22_g11915; o.Occlusion = 1; o.Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float3 BakedGI = 0; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif #ifndef USING_DIRECTIONAL_LIGHT fixed3 lightDir = normalize(UnityWorldSpaceLightDir(worldPos)); #else fixed3 lightDir = _WorldSpaceLightPos0.xyz; #endif float3 worldN; worldN.x = dot(IN.tSpace0.xyz, o.Normal); worldN.y = dot(IN.tSpace1.xyz, o.Normal); worldN.z = dot(IN.tSpace2.xyz, o.Normal); worldN = normalize(worldN); o.Normal = worldN; UnityGI gi; UNITY_INITIALIZE_OUTPUT(UnityGI, gi); gi.indirect.diffuse = 0; gi.indirect.specular = 0; gi.light.color = 0; gi.light.dir = half3(0,1,0); UnityGIInput giInput; UNITY_INITIALIZE_OUTPUT(UnityGIInput, giInput); giInput.light = gi.light; giInput.worldPos = worldPos; giInput.worldViewDir = worldViewDir; giInput.atten = atten; #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) giInput.lightmapUV = IN.lmap; #else giInput.lightmapUV = 0.0; #endif #if UNITY_SHOULD_SAMPLE_SH && !UNITY_SAMPLE_FULL_SH_PER_PIXEL giInput.ambient = IN.sh; #else giInput.ambient.rgb = 0.0; #endif giInput.probeHDR[0] = unity_SpecCube0_HDR; giInput.probeHDR[1] = unity_SpecCube1_HDR; #if defined(UNITY_SPECCUBE_BLENDING) || defined(UNITY_SPECCUBE_BOX_PROJECTION) giInput.boxMin[0] = unity_SpecCube0_BoxMin; #endif #ifdef UNITY_SPECCUBE_BOX_PROJECTION giInput.boxMax[0] = unity_SpecCube0_BoxMax; giInput.probePosition[0] = unity_SpecCube0_ProbePosition; giInput.boxMax[1] = unity_SpecCube1_BoxMax; giInput.boxMin[1] = unity_SpecCube1_BoxMin; giInput.probePosition[1] = unity_SpecCube1_ProbePosition; #endif #if defined(_SPECULAR_SETUP) LightingStandardSpecular_GI( o, giInput, gi ); #else LightingStandard_GI( o, giInput, gi ); #endif #ifdef ASE_BAKEDGI gi.indirect.diffuse = BakedGI; #endif #if UNITY_SHOULD_SAMPLE_SH && !defined(LIGHTMAP_ON) && defined(ASE_NO_AMBIENT) gi.indirect.diffuse = 0; #endif #if defined(_SPECULAR_SETUP) outEmission = LightingStandardSpecular_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #else outEmission = LightingStandard_Deferred( o, worldViewDir, gi, outGBuffer0, outGBuffer1, outGBuffer2 ); #endif #if defined(SHADOWS_SHADOWMASK) && (UNITY_ALLOWED_MRT_COUNT > 4) outShadowMask = UnityGetRawBakedOcclusions (IN.lmap.xy, float3(0, 0, 0)); #endif #ifndef UNITY_HDR_ON outEmission.rgb = exp2(-outEmission.rgb); #endif } ENDCG } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off CGPROGRAM #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma multi_compile_instancing #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_ON 1 #define ASE_VERSION 19801 #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma shader_feature EDITOR_VISUALIZATION #ifndef UNITY_PASS_META #define UNITY_PASS_META #endif #include "HLSLSupport.cginc" #if !defined( UNITY_INSTANCED_LOD_FADE ) #define UNITY_INSTANCED_LOD_FADE #endif #if !defined( UNITY_INSTANCED_SH ) #define UNITY_INSTANCED_SH #endif #if !defined( UNITY_INSTANCED_LIGHTMAPSTS ) #define UNITY_INSTANCED_LIGHTMAPSTS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #include "UnityMetaPass.cginc" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON #pragma shader_feature _EMISSIONTOGGLE_ON struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { #if UNITY_VERSION >= 201810 UNITY_POSITION(pos); #else float4 pos : SV_POSITION; #endif #ifdef EDITOR_VISUALIZATION float2 vizUV : TEXCOORD1; float4 lightCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif uniform sampler2D _MainTex; float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif uniform float _ScreenWidthUnits; uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineAlphaLimit; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; uniform float _ShadowFade; uniform float2 _ShadowOffset; #endif #ifdef _EMISSIONTOGGLE_ON uniform float4 _EmissionTint; uniform sampler2D _EmissionMap; #endif uniform float _AlphaClip; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11724( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11726( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11671( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11682( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11683( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11679( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11740( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11766( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11768( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11772( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11784( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11811( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11819( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11857( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11856( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11848( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11839( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11841( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11842( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11834( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11832( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11833( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11860( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11865( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11863( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11882( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11890( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11892( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11888( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11884( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11886( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } v2f VertexFunction (appdata v ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11908 = fixedUV475; float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11910 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; float temp_output_8_0_g11910 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); #else float2 staticSwitch4_g11910 = temp_output_2_0_g11910; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11911 = temp_output_8_0_g11910; float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); #else float2 staticSwitch6_g11910 = staticSwitch4_g11910; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11910 = staticSwitch6_g11910; #endif float2 temp_output_424_0 = staticSwitch10_g11910; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.texcoord.xyzw.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = v.texcoord.xyzw.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord4 = screenPos; o.ase_texcoord5.xyz = ase_positionWS; o.ase_texcoord3.xy = v.texcoord.xyzw.xy; o.ase_texcoord6 = v.vertex; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.zw = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = v.normal; v.tangent = v.tangent; #ifdef EDITOR_VISUALIZATION o.vizUV = 0; o.lightCoord = 0; if (unity_VisualizationMode == EDITORVIZ_TEXTURE) o.vizUV = UnityMetaVizUV(unity_EditorViz_UVIndex, v.texcoord.xy, v.texcoord1.xy, v.texcoord2.xy, unity_EditorViz_Texture_ST); else if (unity_VisualizationMode == EDITORVIZ_SHOWLIGHTMASK) { o.vizUV = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; o.lightCoord = mul(unity_EditorViz_WorldToLight, mul(unity_ObjectToWorld, float4(v.vertex.xyz, 1))); } #endif o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST); return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif float2 texCoord363 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord4; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = IN.ase_texcoord5.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11670 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11671 = _WindMinIntensity; #else float staticSwitch117_g11671 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11671 = _WindMaxIntensity; #else float staticSwitch118_g11671 = WindMaxIntensity; #endif #endif float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11671 = _WindXPosition; #else float staticSwitch111_g11671 = transform62_g11671.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11671 = _WindNoiseScale; #else float staticSwitch113_g11671 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11671 = WindTime; #endif float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); float x101_g11671 = temp_output_50_0_g11671; float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); float2 temp_cast_0 = (temp_output_50_0_g11671).xx; float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11671 = simplePerlin2D121_g11671; #else float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); #endif float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif float2 texCoord435 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (IN.ase_texcoord6.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (IN.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11670; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11675 = shaderPosition235; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11675 = rotatedValue136_g11675; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11680 = unity_OrthoParams.y; float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); float2 temp_cast_4 = (temp_output_8_0_g11680).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11680).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11730 = staticSwitch62; float2 temp_output_26_0_g11730 = shaderPosition235; float temp_output_25_0_g11730 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord3.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); #else float staticSwitch29_g11737 = _UVDistortFade; #endif float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); #else float2 staticSwitch5_g11730 = temp_output_1_0_g11730; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11736 = staticSwitch5_g11730; float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11730 = staticSwitch5_g11730; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; #else float2 staticSwitch9_g11730 = staticSwitch7_g11730; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; #else float2 staticSwitch16_g11730 = staticSwitch9_g11730; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); #else float2 staticSwitch14_g11730 = staticSwitch16_g11730; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11730 = clampResult46_g11732; #else float2 staticSwitch4_g11730 = staticSwitch14_g11730; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11730 = staticSwitch4_g11730; #endif float2 temp_output_1_0_g11741 = staticSwitch24_g11730; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); #else float staticSwitch18_g11741 = temp_output_7_0_g11741; #endif float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); #else float2 staticSwitch13_g11741 = temp_output_1_0_g11741; #endif float2 temp_output_484_0 = staticSwitch13_g11741; float2 texCoord131 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord3.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11742 = staticSwitch485; float2 break11_g11742 = float2( 0,0 ); float2 break10_g11742 = float2( 1,1 ); float2 break9_g11742 = spriteRectMin376; float2 break8_g11742 = spriteRectMax377; float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11744 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11745 = _MainTex; float4 textureTexelSize3_g11745 = _MainTex_TexelSize; float2 uvs3_g11745 = temp_output_1_0_g11744; float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; #else float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11756 = temp_output_10_0_g11746; float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; float temp_output_2_0_g11747 = temp_output_10_0_g11746; float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; float temp_output_2_0_g11753 = temp_output_10_0_g11746; float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; float temp_output_2_0_g11750 = temp_output_10_0_g11746; float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11744 = staticSwitch8_g11744; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); float temp_output_2_0_g11760 = _SharpenOffset; float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); float4 staticSwitch12_g11744 = appendResult24_g11759; #else float4 staticSwitch12_g11744 = staticSwitch3_g11744; #endif float4 temp_output_471_0 = staticSwitch12_g11744; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11763 = temp_output_471_0; float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); float4 staticSwitch354 = appendResult8_g11763; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11764 = originalColor191; float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; float2 temp_output_7_0_g11764 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); float4 staticSwitch2_g11764 = appendResult31_g11765; #else float4 staticSwitch2_g11764 = temp_output_1_0_g11764; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11767 = staticSwitch2_g11764; float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11764 = appendResult13_g11767; #else float4 staticSwitch3_g11764 = staticSwitch2_g11764; #endif float4 temp_output_1_0_g11769 = staticSwitch3_g11764; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); float4 staticSwitch2_g11769 = appendResult42_g11770; #else float4 staticSwitch2_g11769 = temp_output_1_0_g11769; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11771 = finalUV146; float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); #else float4 staticSwitch6_g11769 = staticSwitch2_g11769; #endif float4 temp_output_3_0_g11773 = staticSwitch6_g11769; float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); float2 temp_output_1_0_g11773 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch81_g11805 = appendResult91_g11805; #endif float3 break82_g11805 = (staticSwitch81_g11805).xyz; float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); float4 break2_g11806 = temp_output_1_0_g11805; float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); float4 staticSwitch43_g11773 = appendResult30_g11805; #else float4 staticSwitch43_g11773 = temp_output_3_0_g11773; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11803 = staticSwitch43_g11773; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch62_g11803 = temp_output_1_0_g11803; #endif float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11803 = 0; if( temp_output_43_0_g11803 >= 0.8333333 ) ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11803 = 0; if( temp_output_43_0_g11803 <= 0.6666667 ) ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11803 = ifLocalVar46_g11803; float4 ifLocalVar47_g11803 = 0; if( temp_output_43_0_g11803 <= 0.3333333 ) ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11803 = 0; if( temp_output_43_0_g11803 <= 0.1666667 ) ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11803 = ifLocalVar47_g11803; float4 ifLocalVar35_g11803 = 0; if( temp_output_43_0_g11803 >= 0.5 ) ifLocalVar35_g11803 = ifLocalVar44_g11803; else ifLocalVar35_g11803 = ifLocalVar45_g11803; float4 break55_g11803 = ifLocalVar35_g11803; float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); float4 break2_g11804 = temp_output_1_0_g11803; float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); float4 staticSwitch9_g11773 = appendResult30_g11803; #else float4 staticSwitch9_g11773 = staticSwitch43_g11773; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11777 = staticSwitch9_g11773; float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; float3 In115_g11777 = temp_output_2_0_g11777; float3 From115_g11777 = (_ColorReplaceFromColor).rgb; float4 break2_g11778 = temp_output_1_0_g11777; float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11777 = _ColorReplaceSmoothness; float Range115_g11777 = _ColorReplaceRange; float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); float4 staticSwitch29_g11773 = appendResult4_g11777; #else float4 staticSwitch29_g11773 = staticSwitch9_g11773; #endif float4 temp_output_1_0_g11790 = staticSwitch29_g11773; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); float4 staticSwitch4_g11790 = appendResult8_g11790; #else float4 staticSwitch4_g11790 = temp_output_1_0_g11790; #endif float4 temp_output_57_0_g11773 = staticSwitch4_g11790; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); float4 staticSwitch32_g11773 = appendResult4_g11813; #else float4 staticSwitch32_g11773 = temp_output_57_0_g11773; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11788 = staticSwitch32_g11773; float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); float4 staticSwitch33_g11773 = appendResult6_g11788; #else float4 staticSwitch33_g11773 = staticSwitch32_g11773; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11789 = staticSwitch33_g11773; float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); float4 staticSwitch36_g11773 = appendResult8_g11789; #else float4 staticSwitch36_g11773 = staticSwitch33_g11773; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11807 = staticSwitch36_g11773; float4 break2_g11808 = temp_output_1_0_g11807; float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch30_g11773 = appendResult18_g11807; #else float4 staticSwitch30_g11773 = staticSwitch36_g11773; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11785 = staticSwitch30_g11773; float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; float4 break12_g11785 = temp_output_1_0_g11785; float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); float4 staticSwitch20_g11773 = appendResult11_g11785; #else float4 staticSwitch20_g11773 = staticSwitch30_g11773; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11799 = staticSwitch20_g11773; float4 break2_g11801 = temp_output_1_0_g11799; float2 temp_output_65_0_g11799 = shaderPosition235; float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); float4 staticSwitch17_g11773 = appendResult9_g11799; #else float4 staticSwitch17_g11773 = staticSwitch20_g11773; #endif float temp_output_39_0_g11773 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11791 = staticSwitch17_g11773; float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); float4 staticSwitch19_g11773 = appendResult6_g11791; #else float4 staticSwitch19_g11773 = staticSwitch17_g11773; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11795 = staticSwitch19_g11773; float4 break2_g11797 = temp_output_1_0_g11795; float2 uv_AddHueMask = IN.ase_texcoord3.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); #else float staticSwitch33_g11795 = _AddHueFade; #endif float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); float4 staticSwitch23_g11773 = appendResult6_g11795; #else float4 staticSwitch23_g11773 = staticSwitch19_g11773; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11792 = staticSwitch23_g11773; float4 break2_g11793 = temp_output_1_0_g11792; float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord3.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); #else float3 staticSwitch27_g11792 = temp_output_13_0_g11792; #endif float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); float4 staticSwitch28_g11773 = appendResult21_g11792; #else float4 staticSwitch28_g11773 = staticSwitch23_g11773; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11780 = staticSwitch28_g11773; float4 break2_g11781 = temp_output_1_0_g11780; float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch38_g11773 = appendResult8_g11780; #else float4 staticSwitch38_g11773 = staticSwitch28_g11773; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11782 = staticSwitch38_g11773; float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; float temp_output_179_0_g11782 = temp_output_39_0_g11773; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); #else float3 staticSwitch187_g11782 = temp_output_82_0_g11782; #endif float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11782 = float2( 0,0 ); #endif float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); #else float staticSwitch188_g11782 = temp_output_15_0_g11782.a; #endif float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); float4 staticSwitch12_g11773 = appendResult177_g11782; #else float4 staticSwitch12_g11773 = staticSwitch38_g11773; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11810 = staticSwitch12_g11773; float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; float temp_output_186_0_g11810 = temp_output_39_0_g11773; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); #else float3 staticSwitch199_g11810 = temp_output_82_0_g11810; #endif float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11810 = 1.0; #else float staticSwitch203_g11810 = temp_output_182_0_g11810; #endif float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11810 = float2( 0,0 ); #endif float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); #else float staticSwitch200_g11810 = lerpResult168_g11810; #endif float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); float4 staticSwitch13_g11773 = appendResult174_g11810; #else float4 staticSwitch13_g11773 = staticSwitch12_g11773; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11787 = staticSwitch13_g11773; float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); #else float3 staticSwitch199_g11787 = temp_output_82_0_g11787; #endif float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11787 = 1.0; #else float staticSwitch203_g11787 = temp_output_182_0_g11787; #endif float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); #else float staticSwitch200_g11787 = lerpResult168_g11787; #endif float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); float4 staticSwitch48_g11773 = appendResult174_g11787; #else float4 staticSwitch48_g11773 = staticSwitch13_g11773; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11774 = staticSwitch48_g11773; float4 break2_g11775 = temp_output_5_0_g11774; float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); float4 staticSwitch46_g11773 = appendResult12_g11774; #else float4 staticSwitch46_g11773 = staticSwitch48_g11773; #endif float4 temp_output_361_0 = staticSwitch46_g11773; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11815 = temp_output_361_0; float4 break2_g11816 = temp_output_1_0_g11815; float temp_output_44_0_g11815 = unity_OrthoParams.y; float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11815; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11818 = staticSwitch56; float4 break2_g11820 = temp_output_1_0_g11818; float temp_output_34_0_g11818 = shaderTime237; float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); float4 staticSwitch57 = appendResult27_g11818; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11822 = staticSwitch57; float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; float2 temp_output_41_0_g11822 = shaderPosition235; float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; float temp_output_40_0_g11822 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); #else float2 staticSwitch101_g11852 = temp_output_99_0_g11852; #endif float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); float4 break2_g11855 = temp_output_1_0_g11852; float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); float4 staticSwitch26_g11822 = appendResult7_g11852; #else float4 staticSwitch26_g11822 = temp_output_3_0_g11822; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11845 = staticSwitch26_g11822; float temp_output_59_0_g11845 = temp_output_40_0_g11822; float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); float4 break2_g11847 = temp_output_1_0_g11845; float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord3.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); #else float staticSwitch60_g11845 = _MetalFade; #endif float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); float4 staticSwitch28_g11822 = appendResult8_g11845; #else float4 staticSwitch28_g11822 = staticSwitch26_g11822; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11837 = staticSwitch28_g11822; float4 break2_g11838 = temp_output_1_0_g11837; float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); float temp_output_73_0_g11837 = temp_output_40_0_g11822; float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); float4 staticSwitch29_g11822 = appendResult26_g11837; #else float4 staticSwitch29_g11822 = staticSwitch28_g11822; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11831 = staticSwitch29_g11822; float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); float4 staticSwitch32_g11822 = appendResult43_g11831; #else float4 staticSwitch32_g11822 = staticSwitch29_g11822; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11827 = staticSwitch32_g11822; float4 break2_g11829 = temp_output_1_0_g11827; float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); float4 staticSwitch34_g11822 = appendResult29_g11827; #else float4 staticSwitch34_g11822 = staticSwitch32_g11822; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11823 = staticSwitch34_g11822; float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; float4 break2_g11825 = temp_output_1_0_g11823; float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord3.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); #else float staticSwitch98_g11823 = _ShineFade; #endif float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); float4 staticSwitch36_g11822 = appendResult8_g11823; #else float4 staticSwitch36_g11822 = staticSwitch34_g11822; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11858 = temp_output_40_0_g11822; float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; float4 temp_output_1_0_g11858 = staticSwitch36_g11822; float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); float4 staticSwitch39_g11822 = appendResult27_g11858; #else float4 staticSwitch39_g11822 = staticSwitch36_g11822; #endif float4 temp_output_10_0_g11862 = staticSwitch39_g11822; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; float temp_output_1_0_g11862 = temp_output_40_0_g11822; float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11862 = hsvTorgb53_g11862; #else float3 staticSwitch50_g11862 = lerpResult42_g11862; #endif float4 break2_g11864 = temp_output_10_0_g11862; float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11862 = lerpResult44_g11862; #else float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); #endif float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); float4 staticSwitch11_g11862 = appendResult19_g11862; #else float4 staticSwitch11_g11862 = temp_output_10_0_g11862; #endif float4 temp_output_1_0_g11867 = staticSwitch11_g11862; #ifdef _ENABLESHIFTING_ON float4 break5_g11867 = temp_output_1_0_g11867; float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); float4 break2_g11868 = temp_output_1_0_g11867; float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11867 = hsvTorgb12_g11867; #else float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); #endif float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); float4 staticSwitch33_g11867 = appendResult6_g11867; #else float4 staticSwitch33_g11867 = temp_output_1_0_g11867; #endif float4 temp_output_5_0_g11874 = staticSwitch33_g11867; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11874 = temp_output_5_0_g11874; float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); float temp_output_27_0_g11874 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); #else float2 staticSwitch73_g11874 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11875 = _TextureLayer1Columns; int Height10_g11875 = _TextureLayer1Rows; float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11875 = float2( 0,1 ); float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; #else float2 staticSwitch20_g11874 = temp_output_72_0_g11874; #endif float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); float4 break2_g11876 = temp_output_5_0_g11874; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); #else float3 staticSwitch80_g11874 = temp_output_16_0_g11874; #endif float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); float4 staticSwitch15_g11874 = appendResult14_g11874; #else float4 staticSwitch15_g11874 = temp_output_5_0_g11874; #endif float4 temp_output_5_0_g11870 = staticSwitch15_g11874; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11870 = temp_output_5_0_g11870; float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); float temp_output_27_0_g11870 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); #else float2 staticSwitch73_g11870 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11871 = _TextureLayer2Columns; int Height10_g11871 = _TextureLayer2Rows; float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11871 = float2( 0,1 ); float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; #else float2 staticSwitch20_g11870 = temp_output_72_0_g11870; #endif float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); float4 break2_g11872 = temp_output_5_0_g11870; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); #else float3 staticSwitch84_g11870 = temp_output_16_0_g11870; #endif float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); float4 staticSwitch15_g11870 = appendResult14_g11870; #else float4 staticSwitch15_g11870 = temp_output_5_0_g11870; #endif float4 temp_output_473_0 = staticSwitch15_g11870; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11878 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11878; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11879 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11879; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11880 = staticSwitch75; float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11880 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); float4 staticSwitch3_g11880 = appendResult3_g11881; #else float4 staticSwitch3_g11880 = temp_output_1_0_g11880; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11889 = staticSwitch3_g11880; float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); float4 staticSwitch5_g11880 = appendResult3_g11889; #else float4 staticSwitch5_g11880 = staticSwitch3_g11880; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11891 = staticSwitch5_g11880; float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); float4 staticSwitch8_g11880 = appendResult3_g11891; #else float4 staticSwitch8_g11880 = staticSwitch5_g11880; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11887 = staticSwitch8_g11880; float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); float4 staticSwitch9_g11880 = appendResult3_g11887; #else float4 staticSwitch9_g11880 = staticSwitch8_g11880; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11883 = staticSwitch9_g11880; float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11883 = rotatedValue136_g11883; float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); float4 staticSwitch11_g11880 = appendResult3_g11883; #else float4 staticSwitch11_g11880 = staticSwitch9_g11880; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11885 = rotatedValue136_g11885; float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); float4 temp_output_1_0_g11885 = staticSwitch11_g11880; float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); float4 staticSwitch15_g11880 = appendResult3_g11885; #else float4 staticSwitch15_g11880 = staticSwitch11_g11880; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11893 = staticSwitch15_g11880; float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); float4 staticSwitch13_g11880 = appendResult3_g11893; #else float4 staticSwitch13_g11880 = staticSwitch15_g11880; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord3.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); #else float3 staticSwitch16_g11896 = temp_output_3_0_g11896; #endif float4 temp_output_1_0_g11896 = staticSwitch13_g11880; float4 break2_g11898 = temp_output_1_0_g11896; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else float3 staticSwitch17_g11896 = staticSwitch16_g11896; #endif float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); float4 staticSwitch5_g11895 = appendResult6_g11896; #else float4 staticSwitch5_g11895 = staticSwitch13_g11880; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11899 = staticSwitch5_g11895; float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); float4 staticSwitch11_g11895 = appendResult13_g11899; #else float4 staticSwitch11_g11895 = staticSwitch5_g11895; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11900 = staticSwitch11_g11895; float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord3.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); #else float3 staticSwitch21_g11900 = temp_output_6_0_g11900; #endif float4 break2_g11902 = temp_output_1_0_g11900; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); #else float3 staticSwitch22_g11900 = staticSwitch21_g11900; #endif float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); float4 staticSwitch7_g11895 = appendResult9_g11900; #else float4 staticSwitch7_g11895 = staticSwitch11_g11895; #endif float4 temp_output_2_0_g11903 = staticSwitch7_g11895; #ifdef _ENABLESHADOW_ON float4 break4_g11905 = temp_output_2_0_g11903; float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11905 = appendResult85_g11903; float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); float4 staticSwitch82_g11903 = appendResult18_g11905; #else float4 staticSwitch82_g11903 = temp_output_2_0_g11903; #endif float4 break4_g11906 = staticSwitch82_g11903; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11764 = 1.0; #else float staticSwitch8_g11764 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11764 = 1.0; #else float staticSwitch9_g11764 = staticSwitch8_g11764; #endif float customVertexAlpha193 = staticSwitch9_g11764; float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11906; float4 temp_output_1_0_g11907 = temp_output_344_0; float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11907; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11914 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); float4 staticSwitch6_g11914 = appendResult2_g11914; #else float4 staticSwitch6_g11914 = temp_output_7_0_g11914; #endif float4 temp_output_340_0 = staticSwitch6_g11914; #ifdef _EMISSIONTOGGLE_ON float3 appendResult20_g11915 = (float3(_EmissionTint.r , _EmissionTint.g , _EmissionTint.b)); float2 temp_output_11_0_g11915 = finalUV146; float4 tex2DNode17_g11915 = tex2D( _EmissionMap, temp_output_11_0_g11915 ); float3 appendResult18_g11915 = (float3(tex2DNode17_g11915.r , tex2DNode17_g11915.g , tex2DNode17_g11915.b)); float3 staticSwitch13_g11915 = ( appendResult20_g11915 * appendResult18_g11915 * tex2DNode17_g11915.a ); #else float3 staticSwitch13_g11915 = float3(0,0,0); #endif o.Albedo = temp_output_340_0.rgb; o.Normal = fixed3( 0, 0, 1 ); o.Emission = staticSwitch13_g11915; o.Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; #ifdef _ALPHATEST_ON clip( o.Alpha - AlphaClipThreshold ); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif UnityMetaInput metaIN; UNITY_INITIALIZE_OUTPUT(UnityMetaInput, metaIN); metaIN.Albedo = o.Albedo; metaIN.Emission = o.Emission; #ifdef EDITOR_VISUALIZATION metaIN.VizUV = IN.vizUV; metaIN.LightCoord = IN.lightCoord; #endif return UnityMetaFragment(metaIN); } ENDCG } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off CGPROGRAM #define ASE_NEEDS_FRAG_SHADOWCOORDS #pragma multi_compile_instancing #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_ON 1 #define ASE_VERSION 19801 #pragma vertex vert #pragma fragment frag #pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 #pragma multi_compile_shadowcaster #ifndef UNITY_PASS_SHADOWCASTER #define UNITY_PASS_SHADOWCASTER #endif #include "HLSLSupport.cginc" #ifndef UNITY_INSTANCED_LOD_FADE #define UNITY_INSTANCED_LOD_FADE #endif #ifndef UNITY_INSTANCED_SH #define UNITY_INSTANCED_SH #endif #ifndef UNITY_INSTANCED_LIGHTMAPSTS #define UNITY_INSTANCED_LIGHTMAPSTS #endif #if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) #define CAN_SKIP_VPOS #endif #include "UnityShaderVariables.cginc" #include "UnityCG.cginc" #include "Lighting.cginc" #include "UnityPBSLighting.cginc" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON struct appdata { float4 vertex : POSITION; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { V2F_SHADOW_CASTER; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef UNITY_STANDARD_USE_DITHER_MASK sampler3D _DitherMaskLOD; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif uniform sampler2D _MainTex; float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif uniform float _ScreenWidthUnits; uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineAlphaLimit; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; uniform float _ShadowFade; uniform float2 _ShadowOffset; #endif uniform float _AlphaClip; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11724( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11726( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11671( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11674( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11682( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11683( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11679( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11740( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11766( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11768( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11772( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11777( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11784( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11811( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11819( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11857( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11856( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11848( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11839( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11841( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11842( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11834( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11832( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11833( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11860( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11865( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11863( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11875( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11871( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11882( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11890( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11892( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11888( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11884( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11886( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, 0.h); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } v2f VertexFunction (appdata v ) { UNITY_SETUP_INSTANCE_ID(v); v2f o; UNITY_INITIALIZE_OUTPUT(v2f,o); UNITY_TRANSFER_INSTANCE_ID(v,o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = UnityObjectToClipPos( v.vertex ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11908 = fixedUV475; float2 appendResult72_g11908 = (float2(( _SquishStretch * ( break77_g11908.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11908.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11908 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11910 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; float temp_output_8_0_g11910 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11910 = ( ( sin( ( temp_output_8_0_g11910 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11910 ); #else float2 staticSwitch4_g11910 = temp_output_2_0_g11910; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11911 = temp_output_8_0_g11910; float3 rotatedValue21_g11911 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11911 * _VibrateRotation ) ); float2 staticSwitch6_g11910 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11911 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11911).xy ) + staticSwitch4_g11910 ); #else float2 staticSwitch6_g11910 = staticSwitch4_g11910; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11910 = ( staticSwitch6_g11910 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11910 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11910 = staticSwitch6_g11910; #endif float2 temp_output_424_0 = staticSwitch10_g11910; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (v.vertex.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11725 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch142 = temp_output_424_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch142 = lerpResult121; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord3 = screenPos; o.ase_texcoord4.xyz = ase_positionWS; o.ase_texcoord2.xy = v.ase_texcoord.xy; o.ase_texcoord5 = v.vertex; o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord4.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.vertex.w = 1; v.normal = v.normal; v.tangent = v.tangent; TRANSFER_SHADOW_CASTER_NORMALOFFSET(o) return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float4 tangent : TANGENT; float3 normal : NORMAL; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( appdata v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.vertex; o.tangent = v.tangent; o.normal = v.normal; o.texcoord1 = v.texcoord1; o.texcoord2 = v.texcoord2; o.ase_texcoord = v.ase_texcoord; o.ase_color = v.ase_color; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, UNITY_MATRIX_M, _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, UNITY_MATRIX_M, _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w; return o; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] v2f DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { appdata o = (appdata) 0; o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z; o.tangent = patch[0].tangent * bary.x + patch[1].tangent * bary.y + patch[2].tangent * bary.z; o.normal = patch[0].normal * bary.x + patch[1].normal * bary.y + patch[2].normal * bary.z; o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.vertex.xyz - patch[i].normal * (dot(o.vertex.xyz, patch[i].normal) - dot(patch[i].vertex.xyz, patch[i].normal)); float phongStrength = _TessPhongStrength; o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else v2f vert ( appdata v ) { return VertexFunction( v ); } #endif fixed4 frag (v2f IN #ifdef _DEPTHOFFSET_ON , out float outputDepth : SV_Depth #endif #if !defined( CAN_SKIP_VPOS ) , UNITY_VPOS_TYPE vpos : VPOS #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(IN); #ifdef LOD_FADE_CROSSFADE UNITY_APPLY_DITHER_CROSSFADE(IN.pos.xy); #endif #if defined(_SPECULAR_SETUP) SurfaceOutputStandardSpecular o = (SurfaceOutputStandardSpecular)0; #else SurfaceOutputStandard o = (SurfaceOutputStandard)0; #endif float2 texCoord363 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord3; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = IN.ase_texcoord4.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11668 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11668 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11668 = spriteRectMax377; float2 break9_g11668 = float2( 0,0 ); float2 break8_g11668 = float2( 1,1 ); float2 appendResult15_g11668 = (float2((break9_g11668.x + (break14_g11668.x - break11_g11668.x) * (break8_g11668.x - break9_g11668.x) / (break10_g11668.x - break11_g11668.x)) , (break9_g11668.y + (break14_g11668.y - break11_g11668.y) * (break8_g11668.y - break9_g11668.y) / (break10_g11668.y - break11_g11668.y)))); float2 staticSwitch366 = appendResult15_g11668; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11670 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11671 = _WindMinIntensity; #else float staticSwitch117_g11671 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11671 = _WindMaxIntensity; #else float staticSwitch118_g11671 = WindMaxIntensity; #endif #endif float4 transform62_g11671 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11671 = _WindXPosition; #else float staticSwitch111_g11671 = transform62_g11671.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11671 = _WindNoiseScale; #else float staticSwitch113_g11671 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11667 = _TimeValue; #else float staticSwitch44_g11667 = _Time.y; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11667 = UnscaledTime; #else float staticSwitch34_g11667 = staticSwitch44_g11667; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11667 = ( staticSwitch34_g11667 * _TimeSpeed ); #else float staticSwitch37_g11667 = staticSwitch34_g11667; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11667 = ( floor( ( staticSwitch37_g11667 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11667 = staticSwitch37_g11667; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11667 = ( ( sin( ( staticSwitch38_g11667 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11667 = staticSwitch38_g11667; #endif float shaderTime237 = staticSwitch42_g11667; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11671 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11671 = WindTime; #endif float temp_output_50_0_g11671 = ( ( staticSwitch111_g11671 * staticSwitch113_g11671 ) + staticSwitch125_g11671 ); float x101_g11671 = temp_output_50_0_g11671; float localFastNoise101_g11671 = FastNoise101_g11671( x101_g11671 ); float2 temp_cast_0 = (temp_output_50_0_g11671).xx; float simplePerlin2D121_g11671 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11671 = simplePerlin2D121_g11671*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11671 = simplePerlin2D121_g11671; #else float staticSwitch123_g11671 = ( localFastNoise101_g11671 + 0.5 ); #endif float lerpResult86_g11671 = lerp( staticSwitch117_g11671 , staticSwitch118_g11671 , staticSwitch123_g11671); float clampResult29_g11671 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11671 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11671 = temp_output_3_0_g11670; float temp_output_39_0_g11671 = ( temp_output_1_0_g11671.y + _WindFlip ); float3 appendResult43_g11671 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11671 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11671 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11671 ))); float3 rotatedValue19_g11671 = RotateAroundAxis( appendResult43_g11671, float3( ( appendResult27_g11671 + temp_output_1_0_g11671 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11671 * temp_output_39_0_g11671 ) ); float2 staticSwitch4_g11670 = (rotatedValue19_g11671).xy; #else float2 staticSwitch4_g11670 = temp_output_3_0_g11670; #endif float2 texCoord435 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11669 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11669 = (float2(_RectWidth , _RectHeight)); #endif #if defined( _SHADERSPACE_UV ) float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined( _SHADERSPACE_UV_RAW ) float2 staticSwitch1_g11669 = temp_output_61_0_g11669; #elif defined( _SHADERSPACE_OBJECT ) float2 staticSwitch1_g11669 = (IN.ase_texcoord5.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (ase_positionWS).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11669 = ( temp_output_61_0_g11669 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11669; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11672 = shaderPosition235; float linValue16_g11673 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11672 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float linValue16_g11674 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11672 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11674 = MyCustomExpression16_g11674( linValue16_g11674 ); float2 appendResult189_g11672 = (float2(( localMyCustomExpression16_g11673 - 0.5 ) , ( localMyCustomExpression16_g11674 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11670 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11672 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11670; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11675 = shaderPosition235; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float3 rotatedValue168_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11677 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11675 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11675 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11675 = rotatedValue136_g11675; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11675 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult154_g11675 = clamp( ( ( break130_g11675.x + break130_g11675.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11676 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11675).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_81_0_g11680 = unity_OrthoParams.y; float temp_output_8_0_g11680 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11680 * 0.2 ) ) + ase_positionWS.y ) / temp_output_81_0_g11680 ); float2 temp_cast_4 = (temp_output_8_0_g11680).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11682 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11682 = MyCustomExpression16_g11682( linValue16_g11682 ); float clampResult75_g11680 = clamp( localMyCustomExpression16_g11682 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11680).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11683 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11683 = MyCustomExpression16_g11683( linValue16_g11683 ); float2 appendResult2_g11681 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11680 = (float2(( ( ( clampResult75_g11680 * ( localMyCustomExpression16_g11683 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11681 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11680 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11678 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11678; float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float linValue16_g11679 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11678 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11679 = MyCustomExpression16_g11679( linValue16_g11679 ); float glitchFade152 = ( max( localMyCustomExpression16_g11679 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11730 = staticSwitch62; float2 temp_output_26_0_g11730 = shaderPosition235; float temp_output_25_0_g11730 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 ); float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740); float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord2.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11738 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11737 = ( _UVDistortFade * ( tex2DNode3_g11738.r * tex2DNode3_g11738.a ) ); #else float staticSwitch29_g11737 = _UVDistortFade; #endif float2 staticSwitch5_g11730 = ( temp_output_1_0_g11730 + ( lerpResult21_g11737 * ( 100.0 / appendResult2_g11739 ) * staticSwitch29_g11737 ) ); #else float2 staticSwitch5_g11730 = temp_output_1_0_g11730; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11736 = staticSwitch5_g11730; float2 staticSwitch7_g11730 = ( temp_output_1_0_g11736 + ( ( temp_output_1_0_g11736 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11736 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11730 = staticSwitch5_g11730; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11735 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11730 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11730 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy; #else float2 staticSwitch9_g11730 = staticSwitch7_g11730; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy; #else float2 staticSwitch16_g11730 = staticSwitch9_g11730; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 ); #else float2 staticSwitch14_g11730 = staticSwitch16_g11730; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11730 = clampResult46_g11732; #else float2 staticSwitch4_g11730 = staticSwitch14_g11730; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11730 = staticSwitch4_g11730; #endif float2 temp_output_1_0_g11741 = staticSwitch24_g11730; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y ); #else float staticSwitch18_g11741 = temp_output_7_0_g11741; #endif float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0)); float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 ); #else float2 staticSwitch13_g11741 = temp_output_1_0_g11741; #endif float2 temp_output_484_0 = staticSwitch13_g11741; float2 texCoord131 = IN.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord2.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11723 = max( _FadingWidth , 0.001 ); float linValue16_g11724 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 ); float clampResult14_g11723 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11723 ) ) - localMyCustomExpression16_g11724 ) / temp_output_4_0_g11723 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11725 = shaderPosition235; float linValue16_g11726 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11725 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11725 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11725 ) + ( localMyCustomExpression16_g11726 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined( _SHADERFADING_NONE ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_FULL ) float staticSwitch139 = _FadingFade; #elif defined( _SHADERFADING_MASK ) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #elif defined( _SHADERFADING_DISSOLVE ) float staticSwitch139 = clampResult14_g11723; #elif defined( _SHADERFADING_SPREAD ) float staticSwitch139 = clampResult3_g11725; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined( _SHADERFADING_NONE ) float2 staticSwitch145 = temp_output_484_0; #elif defined( _SHADERFADING_FULL ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_MASK ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_DISSOLVE ) float2 staticSwitch145 = lerpResult130; #elif defined( _SHADERFADING_SPREAD ) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11742 = staticSwitch485; float2 break11_g11742 = float2( 0,0 ); float2 break10_g11742 = float2( 1,1 ); float2 break9_g11742 = spriteRectMin376; float2 break8_g11742 = spriteRectMax377; float2 appendResult15_g11742 = (float2((break9_g11742.x + (break14_g11742.x - break11_g11742.x) * (break8_g11742.x - break9_g11742.x) / (break10_g11742.x - break11_g11742.x)) , (break9_g11742.y + (break14_g11742.y - break11_g11742.y) * (break8_g11742.y - break9_g11742.y) / (break10_g11742.y - break11_g11742.y)))); float2 staticSwitch371 = min( max( appendResult15_g11742 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11743 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11743 ) ) / appendResult7_g11743 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11744 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11745 = _MainTex; float4 textureTexelSize3_g11745 = _MainTex_TexelSize; float2 uvs3_g11745 = temp_output_1_0_g11744; float4 localtexturePointSmooth3_g11745 = texturePointSmooth( tex3_g11745 , textureTexelSize3_g11745 , uvs3_g11745 ); float4 staticSwitch8_g11744 = localtexturePointSmooth3_g11745; #else float4 staticSwitch8_g11744 = tex2D( _MainTex, temp_output_1_0_g11744 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11746 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11756 = temp_output_10_0_g11746; float2 appendResult16_g11756 = (float2(temp_output_2_0_g11756 , 0.0)); float2 appendResult25_g11758 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11758 = ( appendResult16_g11756 * appendResult25_g11758 ); float2 temp_output_7_0_g11746 = temp_output_1_0_g11744; float2 temp_output_1_0_g11756 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11758 = temp_output_1_0_g11756; float2 appendResult17_g11756 = (float2(0.0 , temp_output_2_0_g11756)); float2 appendResult25_g11757 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11757 = ( appendResult17_g11756 * appendResult25_g11757 ); float2 temp_output_1_0_g11757 = temp_output_1_0_g11756; float temp_output_2_0_g11747 = temp_output_10_0_g11746; float2 appendResult16_g11747 = (float2(temp_output_2_0_g11747 , 0.0)); float2 appendResult25_g11749 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11749 = ( appendResult16_g11747 * appendResult25_g11749 ); float2 temp_output_1_0_g11747 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11747; float2 appendResult17_g11747 = (float2(0.0 , temp_output_2_0_g11747)); float2 appendResult25_g11748 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11748 = ( appendResult17_g11747 * appendResult25_g11748 ); float2 temp_output_1_0_g11748 = temp_output_1_0_g11747; float temp_output_2_0_g11753 = temp_output_10_0_g11746; float2 appendResult16_g11753 = (float2(temp_output_2_0_g11753 , 0.0)); float2 appendResult25_g11755 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11755 = ( appendResult16_g11753 * appendResult25_g11755 ); float2 temp_output_1_0_g11753 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11755 = temp_output_1_0_g11753; float2 appendResult17_g11753 = (float2(0.0 , temp_output_2_0_g11753)); float2 appendResult25_g11754 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11754 = ( appendResult17_g11753 * appendResult25_g11754 ); float2 temp_output_1_0_g11754 = temp_output_1_0_g11753; float temp_output_2_0_g11750 = temp_output_10_0_g11746; float2 appendResult16_g11750 = (float2(temp_output_2_0_g11750 , 0.0)); float2 appendResult25_g11752 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11752 = ( appendResult16_g11750 * appendResult25_g11752 ); float2 temp_output_1_0_g11750 = ( temp_output_7_0_g11746 + ( temp_output_10_0_g11746 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11752 = temp_output_1_0_g11750; float2 appendResult17_g11750 = (float2(0.0 , temp_output_2_0_g11750)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult17_g11750 * appendResult25_g11751 ); float2 temp_output_1_0_g11751 = temp_output_1_0_g11750; float4 staticSwitch3_g11744 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11758 + temp_output_1_0_g11758 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11757 + temp_output_1_0_g11757 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11749 + temp_output_1_0_g11749 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11748 + temp_output_1_0_g11748 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11755 + temp_output_1_0_g11755 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11754 + temp_output_1_0_g11754 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11752 + temp_output_1_0_g11752 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11744 = staticSwitch8_g11744; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11759 = temp_output_1_0_g11744; float4 tex2DNode4_g11759 = tex2D( _MainTex, temp_output_1_0_g11759 ); float temp_output_2_0_g11760 = _SharpenOffset; float2 appendResult16_g11760 = (float2(temp_output_2_0_g11760 , 0.0)); float2 appendResult25_g11762 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11762 = ( appendResult16_g11760 * appendResult25_g11762 ); float2 temp_output_1_0_g11760 = temp_output_1_0_g11759; float2 temp_output_1_0_g11762 = temp_output_1_0_g11760; float2 appendResult17_g11760 = (float2(0.0 , temp_output_2_0_g11760)); float2 appendResult25_g11761 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11761 = ( appendResult17_g11760 * appendResult25_g11761 ); float2 temp_output_1_0_g11761 = temp_output_1_0_g11760; float4 break22_g11759 = ( tex2DNode4_g11759 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11762 + temp_output_1_0_g11762 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11761 + temp_output_1_0_g11761 ) ) ) ) / 4.0 ) - tex2DNode4_g11759 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11759 = clamp( break22_g11759.a , 0.0 , 1.0 ); float4 appendResult24_g11759 = (float4(break22_g11759.r , break22_g11759.g , break22_g11759.b , clampResult23_g11759)); float4 staticSwitch12_g11744 = appendResult24_g11759; #else float4 staticSwitch12_g11744 = staticSwitch3_g11744; #endif float4 temp_output_471_0 = staticSwitch12_g11744; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11763 = temp_output_471_0; float4 appendResult8_g11763 = (float4(( (temp_output_1_0_g11763).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11763.a)); float4 staticSwitch354 = appendResult8_g11763; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11764 = originalColor191; float4 temp_output_1_0_g11765 = temp_output_1_0_g11764; float2 temp_output_7_0_g11764 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11765 = temp_output_7_0_g11764; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11766 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11765 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11766 = MyCustomExpression16_g11766( linValue16_g11766 ); float clampResult28_g11765 = clamp( ( ( ( localMyCustomExpression16_g11766 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11765 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11765 = lerp( (temp_output_1_0_g11765).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11765 ) * _SmokeDarkEdge )); float4 appendResult31_g11765 = (float4(lerpResult34_g11765 , ( clampResult28_g11765 * _SmokeAlpha * temp_output_1_0_g11765.a ))); float4 staticSwitch2_g11764 = appendResult31_g11765; #else float4 staticSwitch2_g11764 = temp_output_1_0_g11764; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11767 = staticSwitch2_g11764; float2 temp_output_57_0_g11767 = temp_output_7_0_g11764; float4 tex2DNode3_g11767 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11767 ); float linValue16_g11768 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11767 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11768 = MyCustomExpression16_g11768( linValue16_g11768 ); float clampResult37_g11767 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11767.r + ( localMyCustomExpression16_g11768 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11767 = (float4((temp_output_1_0_g11767).rgb , ( temp_output_1_0_g11767.a * pow( clampResult37_g11767 , ( _CustomFadeSmoothness / max( tex2DNode3_g11767.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11764 = appendResult13_g11767; #else float4 staticSwitch3_g11764 = staticSwitch2_g11764; #endif float4 temp_output_1_0_g11769 = staticSwitch3_g11764; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11770 = temp_output_1_0_g11769; float2 appendResult4_g11770 = (float2(ase_positionWS.x , ase_positionWS.y)); float2 temp_output_44_0_g11770 = ( appendResult4_g11770 * _CheckerboardTiling * 0.5 ); float2 break12_g11770 = step( ( ceil( temp_output_44_0_g11770 ) - temp_output_44_0_g11770 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11770 = (float4(( (temp_output_1_0_g11770).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11770.x + break12_g11770.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11770.a)); float4 staticSwitch2_g11769 = appendResult42_g11770; #else float4 staticSwitch2_g11769 = temp_output_1_0_g11769; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11771 = finalUV146; float linValue16_g11772 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11771 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11772 = MyCustomExpression16_g11772( linValue16_g11772 ); float saferPower57_g11771 = abs( max( ( temp_output_75_0_g11771.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11771 = max( _FlameRadius , 0.01 ); float clampResult70_g11771 = clamp( ( ( ( localMyCustomExpression16_g11772 * pow( saferPower57_g11771 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11771 - distance( temp_output_75_0_g11771 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11771 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11771 = ( clampResult70_g11771 * _FlameBrightness ); float4 appendResult31_g11771 = (float4(temp_output_63_0_g11771 , temp_output_63_0_g11771 , temp_output_63_0_g11771 , clampResult70_g11771)); float4 staticSwitch6_g11769 = ( appendResult31_g11771 * staticSwitch2_g11769 ); #else float4 staticSwitch6_g11769 = staticSwitch2_g11769; #endif float4 temp_output_3_0_g11773 = staticSwitch6_g11769; float4 temp_output_1_0_g11805 = temp_output_3_0_g11773; float4 appendResult91_g11805 = (float4((temp_output_1_0_g11805).rgb , 1.0)); float2 temp_output_1_0_g11773 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11805 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch81_g11805 = appendResult91_g11805; #endif float3 break82_g11805 = (staticSwitch81_g11805).xyz; float temp_output_84_0_g11805 = max( ( break82_g11805.x + break82_g11805.y + break82_g11805.z ) , 0.001 ); float4 break71_g11805 = ( ( _RecolorRGBRedTint * ( break82_g11805.x / temp_output_84_0_g11805 ) ) + ( _RecolorRGBGreenTint * ( break82_g11805.y / temp_output_84_0_g11805 ) ) + ( ( break82_g11805.z / temp_output_84_0_g11805 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11805 = (float3(break71_g11805.r , break71_g11805.g , break71_g11805.b)); float4 break2_g11806 = temp_output_1_0_g11805; float saferPower57_g11805 = abs( ( ( break2_g11806.x + break2_g11806.x + break2_g11806.y + break2_g11806.y + break2_g11806.y + break2_g11806.z ) / 6.0 ) ); float3 lerpResult26_g11805 = lerp( (temp_output_1_0_g11805).rgb , ( appendResult56_g11805 * pow( saferPower57_g11805 , ( max( break71_g11805.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11805.w * _RecolorRGBFade )); float4 appendResult30_g11805 = (float4(lerpResult26_g11805 , temp_output_1_0_g11805.a)); float4 staticSwitch43_g11773 = appendResult30_g11805; #else float4 staticSwitch43_g11773 = temp_output_3_0_g11773; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11803 = staticSwitch43_g11773; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11803 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11773 ); #else float4 staticSwitch62_g11803 = temp_output_1_0_g11803; #endif float3 hsvTorgb33_g11803 = RGBToHSV( staticSwitch62_g11803.rgb ); float temp_output_43_0_g11803 = ( ( hsvTorgb33_g11803.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11803 = 0; if( temp_output_43_0_g11803 >= 0.8333333 ) ifLocalVar46_g11803 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11803 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11803 = 0; if( temp_output_43_0_g11803 <= 0.6666667 ) ifLocalVar44_g11803 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11803 = ifLocalVar46_g11803; float4 ifLocalVar47_g11803 = 0; if( temp_output_43_0_g11803 <= 0.3333333 ) ifLocalVar47_g11803 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11803 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11803 = 0; if( temp_output_43_0_g11803 <= 0.1666667 ) ifLocalVar45_g11803 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11803 = ifLocalVar47_g11803; float4 ifLocalVar35_g11803 = 0; if( temp_output_43_0_g11803 >= 0.5 ) ifLocalVar35_g11803 = ifLocalVar44_g11803; else ifLocalVar35_g11803 = ifLocalVar45_g11803; float4 break55_g11803 = ifLocalVar35_g11803; float3 appendResult56_g11803 = (float3(break55_g11803.r , break55_g11803.g , break55_g11803.b)); float4 break2_g11804 = temp_output_1_0_g11803; float saferPower57_g11803 = abs( ( ( break2_g11804.x + break2_g11804.x + break2_g11804.y + break2_g11804.y + break2_g11804.y + break2_g11804.z ) / 6.0 ) ); float3 lerpResult26_g11803 = lerp( (temp_output_1_0_g11803).rgb , ( appendResult56_g11803 * pow( saferPower57_g11803 , max( ( break55_g11803.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11803.z * _RecolorRGBYCPFade )); float4 appendResult30_g11803 = (float4(lerpResult26_g11803 , temp_output_1_0_g11803.a)); float4 staticSwitch9_g11773 = appendResult30_g11803; #else float4 staticSwitch9_g11773 = staticSwitch43_g11773; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11777 = staticSwitch9_g11773; float3 temp_output_2_0_g11777 = (temp_output_1_0_g11777).rgb; float3 In115_g11777 = temp_output_2_0_g11777; float3 From115_g11777 = (_ColorReplaceFromColor).rgb; float4 break2_g11778 = temp_output_1_0_g11777; float3 To115_g11777 = ( pow( max( ( ( break2_g11778.x + break2_g11778.x + break2_g11778.y + break2_g11778.y + break2_g11778.y + break2_g11778.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11777 = _ColorReplaceSmoothness; float Range115_g11777 = _ColorReplaceRange; float3 localMyCustomExpression115_g11777 = MyCustomExpression115_g11777( In115_g11777 , From115_g11777 , To115_g11777 , Fuzziness115_g11777 , Range115_g11777 ); float3 lerpResult112_g11777 = lerp( temp_output_2_0_g11777 , localMyCustomExpression115_g11777 , _ColorReplaceFade); float4 appendResult4_g11777 = (float4(lerpResult112_g11777 , temp_output_1_0_g11777.a)); float4 staticSwitch29_g11773 = appendResult4_g11777; #else float4 staticSwitch29_g11773 = staticSwitch9_g11773; #endif float4 temp_output_1_0_g11790 = staticSwitch29_g11773; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11790 = (temp_output_1_0_g11790).rgb; float3 lerpResult3_g11790 = lerp( temp_output_9_0_g11790 , ( 1.0 - temp_output_9_0_g11790 ) , _NegativeFade); float4 appendResult8_g11790 = (float4(lerpResult3_g11790 , temp_output_1_0_g11790.a)); float4 staticSwitch4_g11790 = appendResult8_g11790; #else float4 staticSwitch4_g11790 = temp_output_1_0_g11790; #endif float4 temp_output_57_0_g11773 = staticSwitch4_g11790; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11813 = temp_output_57_0_g11773; float3 temp_cast_30 = (max( _Contrast , 0.0001 )).xxx; float4 appendResult4_g11813 = (float4(pow( max( (temp_output_1_0_g11813).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_30 ) , temp_output_1_0_g11813.a)); float4 staticSwitch32_g11773 = appendResult4_g11813; #else float4 staticSwitch32_g11773 = temp_output_57_0_g11773; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11788 = staticSwitch32_g11773; float4 appendResult6_g11788 = (float4(( (temp_output_2_0_g11788).rgb * _Brightness ) , temp_output_2_0_g11788.a)); float4 staticSwitch33_g11773 = appendResult6_g11788; #else float4 staticSwitch33_g11773 = staticSwitch32_g11773; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11789 = staticSwitch33_g11773; float3 hsvTorgb1_g11789 = RGBToHSV( temp_output_2_0_g11789.rgb ); float3 hsvTorgb3_g11789 = HSVToRGB( float3(( hsvTorgb1_g11789.x + _Hue ),hsvTorgb1_g11789.y,hsvTorgb1_g11789.z) ); float4 appendResult8_g11789 = (float4(hsvTorgb3_g11789 , temp_output_2_0_g11789.a)); float4 staticSwitch36_g11773 = appendResult8_g11789; #else float4 staticSwitch36_g11773 = staticSwitch33_g11773; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11807 = staticSwitch36_g11773; float4 break2_g11808 = temp_output_1_0_g11807; float temp_output_3_0_g11807 = ( ( break2_g11808.x + break2_g11808.x + break2_g11808.y + break2_g11808.y + break2_g11808.y + break2_g11808.z ) / 6.0 ); float clampResult25_g11807 = clamp( ( ( ( ( temp_output_3_0_g11807 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11807 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11807); float3 lerpResult11_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( lerpResult6_g11807 * pow( max( temp_output_3_0_g11807 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade); float4 appendResult18_g11807 = (float4(lerpResult11_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch30_g11773 = appendResult18_g11807; #else float4 staticSwitch30_g11773 = staticSwitch36_g11773; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11785 = staticSwitch30_g11773; float3 temp_output_4_0_g11785 = (temp_output_1_0_g11785).rgb; float4 break12_g11785 = temp_output_1_0_g11785; float3 lerpResult7_g11785 = lerp( temp_output_4_0_g11785 , ( temp_output_4_0_g11785 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g11785.r , break12_g11785.g ) , break12_g11785.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) )); float3 lerpResult13_g11785 = lerp( temp_output_4_0_g11785 , lerpResult7_g11785 , _BlackTintFade); float4 appendResult11_g11785 = (float4(lerpResult13_g11785 , break12_g11785.a)); float4 staticSwitch20_g11773 = appendResult11_g11785; #else float4 staticSwitch20_g11773 = staticSwitch30_g11773; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11799 = staticSwitch20_g11773; float4 break2_g11801 = temp_output_1_0_g11799; float2 temp_output_65_0_g11799 = shaderPosition235; float linValue16_g11800 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11799 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); float clampResult53_g11799 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11799 ) ) + ( localMyCustomExpression16_g11800 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11799 = lerp( (temp_output_1_0_g11799).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g11801.x + break2_g11801.x + break2_g11801.y + break2_g11801.y + break2_g11801.y + break2_g11801.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g11799 )); float4 appendResult9_g11799 = (float4(lerpResult7_g11799 , (temp_output_1_0_g11799).a)); float4 staticSwitch17_g11773 = appendResult9_g11799; #else float4 staticSwitch17_g11773 = staticSwitch20_g11773; #endif float temp_output_39_0_g11773 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11791 = staticSwitch17_g11773; float3 hsvTorgb15_g11791 = RGBToHSV( (temp_output_1_0_g11791).rgb ); float3 hsvTorgb19_g11791 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _ShiftHueSpeed ) + hsvTorgb15_g11791.x ),hsvTorgb15_g11791.y,hsvTorgb15_g11791.z) ); float4 appendResult6_g11791 = (float4(hsvTorgb19_g11791 , temp_output_1_0_g11791.a)); float4 staticSwitch19_g11773 = appendResult6_g11791; #else float4 staticSwitch19_g11773 = staticSwitch17_g11773; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11795 = HSVToRGB( float3(( ( temp_output_39_0_g11773 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11795 = staticSwitch19_g11773; float4 break2_g11797 = temp_output_1_0_g11795; float2 uv_AddHueMask = IN.ase_texcoord2.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11796 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11795 = ( _AddHueFade * ( tex2DNode3_g11796.r * tex2DNode3_g11796.a ) ); #else float staticSwitch33_g11795 = _AddHueFade; #endif float4 appendResult6_g11795 = (float4(( ( hsvTorgb19_g11795 * pow( max( ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g11795 ) + (temp_output_1_0_g11795).rgb ) , temp_output_1_0_g11795.a)); float4 staticSwitch23_g11773 = appendResult6_g11795; #else float4 staticSwitch23_g11773 = staticSwitch19_g11773; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11792 = staticSwitch23_g11773; float4 break2_g11793 = temp_output_1_0_g11792; float3 temp_output_13_0_g11792 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord2.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11792 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11792 = ( (tex2DNode30_g11792).rgb * temp_output_13_0_g11792 * tex2DNode30_g11792.a ); #else float3 staticSwitch27_g11792 = temp_output_13_0_g11792; #endif float4 appendResult21_g11792 = (float4(( (temp_output_1_0_g11792).rgb + ( pow( max( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g11792 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11773 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11792.a)); float4 staticSwitch28_g11773 = appendResult21_g11792; #else float4 staticSwitch28_g11773 = staticSwitch23_g11773; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11780 = staticSwitch28_g11773; float4 break2_g11781 = temp_output_1_0_g11780; float3 temp_cast_46 = (( ( break2_g11781.x + break2_g11781.x + break2_g11781.y + break2_g11781.y + break2_g11781.y + break2_g11781.z ) / 6.0 )).xxx; float3 lerpResult5_g11780 = lerp( temp_cast_46 , (temp_output_1_0_g11780).rgb , _Saturation); float4 appendResult8_g11780 = (float4(lerpResult5_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch38_g11773 = appendResult8_g11780; #else float4 staticSwitch38_g11773 = staticSwitch28_g11773; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11782 = staticSwitch38_g11773; float3 temp_output_82_0_g11782 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11782 = temp_output_1_0_g11773; float temp_output_179_0_g11782 = temp_output_39_0_g11773; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11782 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11782 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11782 ) ) )).rgb * temp_output_82_0_g11782 ); #else float3 staticSwitch187_g11782 = temp_output_82_0_g11782; #endif float linValue16_g11784 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11782 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11782 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11784 = MyCustomExpression16_g11784( linValue16_g11784 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11782 = ( ( localMyCustomExpression16_g11784 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11782 = float2( 0,0 ); #endif float2 temp_output_131_0_g11782 = ( staticSwitch169_g11782 + temp_output_7_0_g11782 ); float2 appendResult2_g11783 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11782 = ( 100.0 / appendResult2_g11783 ); float temp_output_178_0_g11782 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11782 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11782 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11782 ) ) ).a ) ) ); float3 lerpResult176_g11782 = lerp( (temp_output_15_0_g11782).rgb , staticSwitch187_g11782 , temp_output_178_0_g11782); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11782 = ( temp_output_178_0_g11782 * temp_output_15_0_g11782.a ); #else float staticSwitch188_g11782 = temp_output_15_0_g11782.a; #endif float4 appendResult177_g11782 = (float4(lerpResult176_g11782 , staticSwitch188_g11782)); float4 staticSwitch12_g11773 = appendResult177_g11782; #else float4 staticSwitch12_g11773 = staticSwitch38_g11773; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11810 = staticSwitch12_g11773; float3 temp_output_82_0_g11810 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11810 = temp_output_1_0_g11773; float temp_output_186_0_g11810 = temp_output_39_0_g11773; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11810 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11810 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11810 ) ) )).rgb * temp_output_82_0_g11810 ); #else float3 staticSwitch199_g11810 = temp_output_82_0_g11810; #endif float temp_output_182_0_g11810 = ( ( 1.0 - temp_output_15_0_g11810.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11810 = 1.0; #else float staticSwitch203_g11810 = temp_output_182_0_g11810; #endif float3 lerpResult178_g11810 = lerp( (temp_output_15_0_g11810).rgb , staticSwitch199_g11810 , staticSwitch203_g11810); float3 lerpResult170_g11810 = lerp( lerpResult178_g11810 , staticSwitch199_g11810 , staticSwitch203_g11810); float linValue16_g11811 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11810 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11810 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11811 = MyCustomExpression16_g11811( linValue16_g11811 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11810 = ( ( localMyCustomExpression16_g11811 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11810 = float2( 0,0 ); #endif float2 temp_output_131_0_g11810 = ( staticSwitch157_g11810 + temp_output_7_0_g11810 ); float2 appendResult2_g11812 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11810 = ( 100.0 / appendResult2_g11812 ); float lerpResult168_g11810 = lerp( temp_output_15_0_g11810.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11810 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11810 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11810 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11810 = ( temp_output_182_0_g11810 * lerpResult168_g11810 ); #else float staticSwitch200_g11810 = lerpResult168_g11810; #endif float4 appendResult174_g11810 = (float4(lerpResult170_g11810 , staticSwitch200_g11810)); float4 staticSwitch13_g11773 = appendResult174_g11810; #else float4 staticSwitch13_g11773 = staticSwitch12_g11773; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11787 = staticSwitch13_g11773; float3 temp_output_82_0_g11787 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11787 = temp_output_1_0_g11773; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11787 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11787 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11773 ) ) )).rgb * temp_output_82_0_g11787 ); #else float3 staticSwitch199_g11787 = temp_output_82_0_g11787; #endif float temp_output_213_0_g11787 = ( _PixelOutlineFade * step( temp_output_15_0_g11787.a , _PixelOutlineAlphaLimit ) ); float temp_output_182_0_g11787 = ( ( 1.0 - temp_output_15_0_g11787.a ) * min( ( temp_output_213_0_g11787 * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11787 = 1.0; #else float staticSwitch203_g11787 = temp_output_182_0_g11787; #endif float3 lerpResult178_g11787 = lerp( (temp_output_15_0_g11787).rgb , staticSwitch199_g11787 , staticSwitch203_g11787); float3 lerpResult170_g11787 = lerp( lerpResult178_g11787 , staticSwitch199_g11787 , staticSwitch203_g11787); float2 appendResult206_g11787 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11787 = ( float2( 1,1 ) / appendResult206_g11787 ); float lerpResult168_g11787 = lerp( temp_output_15_0_g11787.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11787 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11787 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11787 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g11787); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11787 = ( temp_output_182_0_g11787 * lerpResult168_g11787 ); #else float staticSwitch200_g11787 = lerpResult168_g11787; #endif float4 appendResult174_g11787 = (float4(lerpResult170_g11787 , staticSwitch200_g11787)); float4 staticSwitch48_g11773 = appendResult174_g11787; #else float4 staticSwitch48_g11773 = staticSwitch13_g11773; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11774 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11773 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11774 = staticSwitch48_g11773; float4 break2_g11775 = temp_output_5_0_g11774; float4 appendResult12_g11774 = (float4(( ( lerpResult15_g11774 * _PingPongGlowFade * pow( max( ( ( break2_g11775.x + break2_g11775.x + break2_g11775.y + break2_g11775.y + break2_g11775.y + break2_g11775.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g11774).rgb ) , temp_output_5_0_g11774.a)); float4 staticSwitch46_g11773 = appendResult12_g11774; #else float4 staticSwitch46_g11773 = staticSwitch48_g11773; #endif float4 temp_output_361_0 = staticSwitch46_g11773; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11815 = temp_output_361_0; float4 break2_g11816 = temp_output_1_0_g11815; float temp_output_44_0_g11815 = unity_OrthoParams.y; float4 appendResult22_g11815 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g11816.x + break2_g11816.x + break2_g11816.y + break2_g11816.y + break2_g11816.y + break2_g11816.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g11815 * 0.2 ) ) + ase_positionWS.y ) / temp_output_44_0_g11815 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11815.a ))); float4 lerpResult37_g11815 = lerp( temp_output_1_0_g11815 , appendResult22_g11815 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11815; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11818 = staticSwitch56; float4 break2_g11820 = temp_output_1_0_g11818; float temp_output_34_0_g11818 = shaderTime237; float linValue16_g11819 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11818 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11819 = MyCustomExpression16_g11819( linValue16_g11819 ); float3 hsvTorgb3_g11821 = HSVToRGB( float3(( localMyCustomExpression16_g11819 + ( temp_output_34_0_g11818 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11818 = lerp( (temp_output_1_0_g11818).rgb , ( ( ( break2_g11820.x + break2_g11820.x + break2_g11820.y + break2_g11820.y + break2_g11820.y + break2_g11820.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11821 ) , glitchFade152); float4 appendResult27_g11818 = (float4(lerpResult23_g11818 , temp_output_1_0_g11818.a)); float4 staticSwitch57 = appendResult27_g11818; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11822 = staticSwitch57; float4 temp_output_1_0_g11852 = temp_output_3_0_g11822; float2 temp_output_41_0_g11822 = shaderPosition235; float2 temp_output_99_0_g11852 = temp_output_41_0_g11822; float temp_output_40_0_g11822 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11857 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11822 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11852 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11857 = MyCustomExpression16_g11857( linValue16_g11857 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11852 = ( ( ( localMyCustomExpression16_g11857 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11852 ); #else float2 staticSwitch101_g11852 = temp_output_99_0_g11852; #endif float linValue16_g11854 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11852 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float clampResult52_g11852 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11854 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11852 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11852 ) , clampResult52_g11852); float linValue16_g11856 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11852 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11856 = MyCustomExpression16_g11856( linValue16_g11856 ); float clampResult65_g11852 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11856 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11852 = lerp( lerpResult55_g11852 , ( _CamouflageColorB * clampResult65_g11852 ) , clampResult65_g11852); float4 break2_g11855 = temp_output_1_0_g11852; float3 lerpResult4_g11852 = lerp( (temp_output_1_0_g11852).rgb , ( (lerpResult68_g11852).rgb * pow( max( ( ( break2_g11855.x + break2_g11855.x + break2_g11855.y + break2_g11855.y + break2_g11855.y + break2_g11855.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade); float4 appendResult7_g11852 = (float4(lerpResult4_g11852 , temp_output_1_0_g11852.a)); float4 staticSwitch26_g11822 = appendResult7_g11852; #else float4 staticSwitch26_g11822 = temp_output_3_0_g11822; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11845 = staticSwitch26_g11822; float temp_output_59_0_g11845 = temp_output_40_0_g11822; float2 temp_output_58_0_g11845 = temp_output_41_0_g11822; float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11845 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11845 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); float linValue16_g11848 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11845 * _MetalNoiseSpeed ) + temp_output_58_0_g11845 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11848 = MyCustomExpression16_g11848( linValue16_g11848 ); float4 break2_g11847 = temp_output_1_0_g11845; float temp_output_5_0_g11845 = ( ( break2_g11847.x + break2_g11847.x + break2_g11847.y + break2_g11847.y + break2_g11847.y + break2_g11847.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord2.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11850 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11845 = ( _MetalFade * ( tex2DNode3_g11850.r * tex2DNode3_g11850.a ) ); #else float staticSwitch60_g11845 = _MetalFade; #endif float4 lerpResult45_g11845 = lerp( temp_output_1_0_g11845 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11848 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g11845 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g11845); float4 appendResult8_g11845 = (float4((lerpResult45_g11845).rgb , (temp_output_1_0_g11845).a)); float4 staticSwitch28_g11822 = appendResult8_g11845; #else float4 staticSwitch28_g11822 = staticSwitch26_g11822; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11837 = staticSwitch28_g11822; float4 break2_g11838 = temp_output_1_0_g11837; float temp_output_7_0_g11837 = ( ( break2_g11838.x + break2_g11838.x + break2_g11838.y + break2_g11838.y + break2_g11838.y + break2_g11838.z ) / 6.0 ); float2 temp_output_72_0_g11837 = temp_output_41_0_g11822; float linValue16_g11839 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11837 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11839 = MyCustomExpression16_g11839( linValue16_g11839 ); float temp_output_73_0_g11837 = temp_output_40_0_g11822; float linValue16_g11841 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11837 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11837 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11841 = MyCustomExpression16_g11841( linValue16_g11841 ); float linValue16_g11842 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11841 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11837 * _FrozenHighlightSpeed ) + temp_output_72_0_g11837 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11842 = MyCustomExpression16_g11842( linValue16_g11842 ); float3 lerpResult57_g11837 = lerp( (temp_output_1_0_g11837).rgb , ( ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11839 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11842 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g11837 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11837 = (float4(lerpResult57_g11837 , temp_output_1_0_g11837.a)); float4 staticSwitch29_g11822 = appendResult26_g11837; #else float4 staticSwitch29_g11822 = staticSwitch28_g11822; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11831 = staticSwitch29_g11822; float3 temp_output_28_0_g11831 = (temp_output_1_0_g11831).rgb; float4 break2_g11835 = float4( temp_output_28_0_g11831 , 0.0 ); float2 temp_output_72_0_g11831 = temp_output_41_0_g11822; float linValue16_g11834 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11834 = MyCustomExpression16_g11834( linValue16_g11834 ); float linValue16_g11832 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11834 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11831 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11832 = MyCustomExpression16_g11832( linValue16_g11832 ); float clampResult68_g11831 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11832 ) , 0.0 , 1.0 ); float linValue16_g11833 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11831 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11833 = MyCustomExpression16_g11833( linValue16_g11833 ); float temp_output_15_0_g11831 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11831 , _BurnPosition ) ) + ( localMyCustomExpression16_g11833 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11831 = clamp( temp_output_15_0_g11831 , 0.0 , 1.0 ); float3 lerpResult29_g11831 = lerp( temp_output_28_0_g11831 , ( pow( max( ( ( break2_g11835.x + break2_g11835.x + break2_g11835.y + break2_g11835.y + break2_g11835.y + break2_g11835.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11831 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11831); float3 lerpResult40_g11831 = lerp( temp_output_28_0_g11831 , ( lerpResult29_g11831 + ( ( step( temp_output_15_0_g11831 , 1.0 ) * step( 0.0 , temp_output_15_0_g11831 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11831 = (float4(lerpResult40_g11831 , temp_output_1_0_g11831.a)); float4 staticSwitch32_g11822 = appendResult43_g11831; #else float4 staticSwitch32_g11822 = staticSwitch29_g11822; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11827 = temp_output_41_0_g11822; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11827 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float3 hsvTorgb3_g11830 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11827 , _RainbowCenter ) + ( localMyCustomExpression16_g11828 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11822 ) ),1.0,1.0) ); float3 hsvTorgb36_g11827 = RGBToHSV( hsvTorgb3_g11830 ); float3 hsvTorgb37_g11827 = HSVToRGB( float3(hsvTorgb36_g11827.x,_RainbowSaturation,( hsvTorgb36_g11827.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11827 = staticSwitch32_g11822; float4 break2_g11829 = temp_output_1_0_g11827; float saferPower24_g11827 = abs( ( ( break2_g11829.x + break2_g11829.x + break2_g11829.y + break2_g11829.y + break2_g11829.y + break2_g11829.z ) / 6.0 ) ); float4 appendResult29_g11827 = (float4(( ( hsvTorgb37_g11827 * pow( saferPower24_g11827 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11827).rgb ) , temp_output_1_0_g11827.a)); float4 staticSwitch34_g11822 = appendResult29_g11827; #else float4 staticSwitch34_g11822 = staticSwitch32_g11822; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11823 = staticSwitch34_g11822; float3 temp_output_57_0_g11823 = (temp_output_1_0_g11823).rgb; float4 break2_g11825 = temp_output_1_0_g11823; float3 temp_cast_69 = (( ( break2_g11825.x + break2_g11825.x + break2_g11825.y + break2_g11825.y + break2_g11825.y + break2_g11825.z ) / 6.0 )).xxx; float3 lerpResult92_g11823 = lerp( temp_cast_69 , temp_output_57_0_g11823 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx; float3 rotatedValue69_g11823 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11822 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g11823 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11823 = clamp( ( ( ( sin( ( rotatedValue69_g11823.x - ( temp_output_40_0_g11822 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11823 ) ) / temp_output_103_0_g11823 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord2.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11824 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11823 = ( _ShineFade * ( tex2DNode3_g11824.r * tex2DNode3_g11824.a ) ); #else float staticSwitch98_g11823 = _ShineFade; #endif float4 appendResult8_g11823 = (float4(( temp_output_57_0_g11823 + ( ( pow( max( lerpResult92_g11823 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11823 * staticSwitch98_g11823 ) ) , (temp_output_1_0_g11823).a)); float4 staticSwitch36_g11822 = appendResult8_g11823; #else float4 staticSwitch36_g11822 = staticSwitch34_g11822; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11858 = temp_output_40_0_g11822; float linValue16_g11860 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11858 * _PoisonNoiseSpeed ) + temp_output_41_0_g11822 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11860 = MyCustomExpression16_g11860( linValue16_g11860 ); float3 temp_output_24_0_g11858 = (_PoisonColor).rgb; float4 temp_output_1_0_g11858 = staticSwitch36_g11822; float3 temp_output_28_0_g11858 = (temp_output_1_0_g11858).rgb; float4 break2_g11859 = float4( temp_output_28_0_g11858 , 0.0 ); float3 lerpResult32_g11858 = lerp( temp_output_28_0_g11858 , ( temp_output_24_0_g11858 * ( ( break2_g11859.x + break2_g11859.x + break2_g11859.y + break2_g11859.y + break2_g11859.y + break2_g11859.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11858 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g11860 + ( temp_output_41_0_g11858 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g11858 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11858 ) , temp_output_1_0_g11858.a)); float4 staticSwitch39_g11822 = appendResult27_g11858; #else float4 staticSwitch39_g11822 = staticSwitch36_g11822; #endif float4 temp_output_10_0_g11862 = staticSwitch39_g11822; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11862 = (temp_output_10_0_g11862).rgb; float2 temp_output_2_0_g11862 = temp_output_41_0_g11822; float temp_output_1_0_g11862 = temp_output_40_0_g11822; float2 temp_output_6_0_g11862 = ( temp_output_1_0_g11862 * _EnchantedSpeed ); float linValue16_g11865 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11862 - ( ( temp_output_6_0_g11862 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11865 = MyCustomExpression16_g11865( linValue16_g11865 ); float linValue16_g11863 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11862 + temp_output_2_0_g11862 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11863 = MyCustomExpression16_g11863( linValue16_g11863 ); float temp_output_36_0_g11862 = ( localMyCustomExpression16_g11865 + localMyCustomExpression16_g11863 ); float temp_output_43_0_g11862 = ( temp_output_36_0_g11862 * 0.5 ); float3 lerpResult42_g11862 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11862); float3 hsvTorgb53_g11862 = HSVToRGB( float3(( ( temp_output_43_0_g11862 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11862 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11862 = hsvTorgb53_g11862; #else float3 staticSwitch50_g11862 = lerpResult42_g11862; #endif float4 break2_g11864 = temp_output_10_0_g11862; float3 temp_output_40_0_g11862 = ( staticSwitch50_g11862 * pow( max( ( ( break2_g11864.x + break2_g11864.x + break2_g11864.y + break2_g11864.y + break2_g11864.y + break2_g11864.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11862 = ( max( ( temp_output_36_0_g11862 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11862 = lerp( temp_output_12_0_g11862 , temp_output_40_0_g11862 , temp_output_45_0_g11862); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11862 = lerpResult44_g11862; #else float3 staticSwitch47_g11862 = ( temp_output_12_0_g11862 + ( temp_output_40_0_g11862 * temp_output_45_0_g11862 ) ); #endif float4 appendResult19_g11862 = (float4(staticSwitch47_g11862 , temp_output_10_0_g11862.a)); float4 staticSwitch11_g11862 = appendResult19_g11862; #else float4 staticSwitch11_g11862 = temp_output_10_0_g11862; #endif float4 temp_output_1_0_g11867 = staticSwitch11_g11862; #ifdef _ENABLESHIFTING_ON float4 break5_g11867 = temp_output_1_0_g11867; float3 appendResult32_g11867 = (float3(break5_g11867.r , break5_g11867.g , break5_g11867.b)); float4 break2_g11868 = temp_output_1_0_g11867; float temp_output_4_0_g11867 = ( ( break2_g11868.x + break2_g11868.x + break2_g11868.y + break2_g11868.y + break2_g11868.y + break2_g11868.z ) / 6.0 ); float temp_output_11_0_g11867 = ( ( ( temp_output_4_0_g11867 + ( temp_output_40_0_g11822 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11867 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11867 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11867 = HSVToRGB( float3(temp_output_11_0_g11867,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11867 = hsvTorgb12_g11867; #else float3 staticSwitch26_g11867 = ( lerpResult20_g11867 * _ShiftingBrightness ); #endif float3 lerpResult31_g11867 = lerp( appendResult32_g11867 , ( staticSwitch26_g11867 * pow( max( temp_output_4_0_g11867 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade); float4 appendResult6_g11867 = (float4(lerpResult31_g11867 , break5_g11867.a)); float4 staticSwitch33_g11867 = appendResult6_g11867; #else float4 staticSwitch33_g11867 = temp_output_1_0_g11867; #endif float4 temp_output_5_0_g11874 = staticSwitch33_g11867; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11874 = temp_output_5_0_g11874; float3 appendResult11_g11874 = (float3(break6_g11874.r , break6_g11874.g , break6_g11874.b)); float temp_output_27_0_g11874 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11874 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11874 ) ); #else float2 staticSwitch73_g11874 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11874 = ( ( _TextureLayer1Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11874 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11875 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11874 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11875 = _TextureLayer1Columns; int Height10_g11875 = _TextureLayer1Rows; float Tile10_g11875 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11874 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11875 = float2( 0,1 ); float2 localMyCustomExpression10_g11875 = MyCustomExpression10_g11875( UV10_g11875 , Width10_g11875 , Height10_g11875 , Tile10_g11875 , Invert10_g11875 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11874 = localMyCustomExpression10_g11875; #else float2 staticSwitch20_g11874 = temp_output_72_0_g11874; #endif float4 tex2DNode3_g11874 = tex2D( _TextureLayer1Texture, staticSwitch20_g11874 ); float3 appendResult13_g11874 = (float3(tex2DNode3_g11874.r , tex2DNode3_g11874.g , tex2DNode3_g11874.b)); float3 appendResult18_g11874 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11874 = ( appendResult13_g11874 * appendResult18_g11874 ); float4 break2_g11876 = temp_output_5_0_g11874; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11874 = ( pow( max( ( ( break2_g11876.x + break2_g11876.x + break2_g11876.y + break2_g11876.y + break2_g11876.y + break2_g11876.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g11874 ); #else float3 staticSwitch80_g11874 = temp_output_16_0_g11874; #endif float3 lerpResult12_g11874 = lerp( appendResult11_g11874 , staticSwitch80_g11874 , ( tex2DNode3_g11874.a * _TextureLayer1Fade )); float4 appendResult14_g11874 = (float4(lerpResult12_g11874 , break6_g11874.a)); float4 staticSwitch15_g11874 = appendResult14_g11874; #else float4 staticSwitch15_g11874 = temp_output_5_0_g11874; #endif float4 temp_output_5_0_g11870 = staticSwitch15_g11874; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11870 = temp_output_5_0_g11870; float3 appendResult11_g11870 = (float3(break6_g11870.r , break6_g11870.g , break6_g11870.b)); float temp_output_27_0_g11870 = temp_output_40_0_g11822; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11870 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11870 ) ); #else float2 staticSwitch73_g11870 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11870 = ( ( _TextureLayer2Scale * temp_output_41_0_g11822 ) - staticSwitch73_g11870 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11871 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11870 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11871 = _TextureLayer2Columns; int Height10_g11871 = _TextureLayer2Rows; float Tile10_g11871 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11870 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11871 = float2( 0,1 ); float2 localMyCustomExpression10_g11871 = MyCustomExpression10_g11871( UV10_g11871 , Width10_g11871 , Height10_g11871 , Tile10_g11871 , Invert10_g11871 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11870 = localMyCustomExpression10_g11871; #else float2 staticSwitch20_g11870 = temp_output_72_0_g11870; #endif float4 tex2DNode3_g11870 = tex2D( _TextureLayer2Texture, staticSwitch20_g11870 ); float3 appendResult13_g11870 = (float3(tex2DNode3_g11870.r , tex2DNode3_g11870.g , tex2DNode3_g11870.b)); float3 appendResult18_g11870 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11870 = ( appendResult13_g11870 * appendResult18_g11870 ); float4 break2_g11872 = temp_output_5_0_g11870; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11870 = ( pow( max( ( ( break2_g11872.x + break2_g11872.x + break2_g11872.y + break2_g11872.y + break2_g11872.y + break2_g11872.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g11870 ); #else float3 staticSwitch84_g11870 = temp_output_16_0_g11870; #endif float3 lerpResult12_g11870 = lerp( appendResult11_g11870 , staticSwitch84_g11870 , ( tex2DNode3_g11870.a * _TextureLayer2Fade )); float4 appendResult14_g11870 = (float4(lerpResult12_g11870 , break6_g11870.a)); float4 staticSwitch15_g11870 = appendResult14_g11870; #else float4 staticSwitch15_g11870 = temp_output_5_0_g11870; #endif float4 temp_output_473_0 = staticSwitch15_g11870; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11878 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11878 = (float4(break4_g11878.r , break4_g11878.g , break4_g11878.b , ( break4_g11878.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11878; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11879 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11675 ) ):( clampResult154_g11675 )); float4 appendResult5_g11879 = (float4(break4_g11879.r , break4_g11879.g , break4_g11879.b , ( break4_g11879.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11879; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11880 = staticSwitch75; float4 temp_output_1_0_g11881 = temp_output_1_0_g11880; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11881 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11880 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11882 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11882 = MyCustomExpression16_g11882( linValue16_g11882 ); float clampResult17_g11881 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11881 ) ) - localMyCustomExpression16_g11882 ) / temp_output_53_0_g11881 ) , 0.0 , 1.0 ); float4 appendResult3_g11881 = (float4((temp_output_1_0_g11881).rgb , ( temp_output_1_0_g11881.a * clampResult17_g11881 ))); float4 staticSwitch3_g11880 = appendResult3_g11881; #else float4 staticSwitch3_g11880 = temp_output_1_0_g11880; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11890 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11880 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11890 = MyCustomExpression16_g11890( linValue16_g11890 ); float temp_output_5_0_g11889 = localMyCustomExpression16_g11890; float temp_output_61_0_g11889 = step( temp_output_5_0_g11889 , _FullGlowDissolveFade ); float temp_output_53_0_g11889 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11889 = staticSwitch3_g11880; float4 appendResult3_g11889 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11889 - step( temp_output_5_0_g11889 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11889 ) ) - temp_output_53_0_g11889 ) ) ) ) + (temp_output_1_0_g11889).rgb ) , ( temp_output_1_0_g11889.a * temp_output_61_0_g11889 ))); float4 staticSwitch5_g11880 = appendResult3_g11889; #else float4 staticSwitch5_g11880 = staticSwitch3_g11880; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11891 = staticSwitch5_g11880; float2 temp_output_76_0_g11891 = temp_output_18_0_g11880; float linValue16_g11892 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11891 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11892 = MyCustomExpression16_g11892( linValue16_g11892 ); float clampResult17_g11891 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11891 ) + ( localMyCustomExpression16_g11892 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11891 = (float4((temp_output_1_0_g11891).rgb , ( temp_output_1_0_g11891.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11891 ) ):( clampResult17_g11891 )) ))); float4 staticSwitch8_g11880 = appendResult3_g11891; #else float4 staticSwitch8_g11880 = staticSwitch5_g11880; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11887 = temp_output_18_0_g11880; float linValue16_g11888 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11887 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11888 = MyCustomExpression16_g11888( linValue16_g11888 ); float temp_output_65_0_g11887 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11887 ) + ( localMyCustomExpression16_g11888 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11887 = step( temp_output_65_0_g11887 , _SourceGlowDissolveFade ); float temp_output_76_0_g11887 = step( temp_output_65_0_g11887 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11887 = staticSwitch8_g11880; float4 appendResult3_g11887 = (float4(( ( max( ( temp_output_75_0_g11887 - temp_output_76_0_g11887 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11887).rgb ) , ( temp_output_1_0_g11887.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11887 ) ):( temp_output_75_0_g11887 )) ))); float4 staticSwitch9_g11880 = appendResult3_g11887; #else float4 staticSwitch9_g11880 = staticSwitch8_g11880; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11883 = staticSwitch9_g11880; float2 temp_output_161_0_g11883 = temp_output_18_0_g11880; float3 rotatedValue136_g11883 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11883 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11883 = rotatedValue136_g11883; float linValue16_g11884 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11883 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11884 = MyCustomExpression16_g11884( linValue16_g11884 ); float clampResult154_g11883 = clamp( ( ( break130_g11883.x + break130_g11883.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11884 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11883 = (float4((temp_output_1_0_g11883).rgb , ( temp_output_1_0_g11883.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11883 ) ):( clampResult154_g11883 )) ))); float4 staticSwitch11_g11880 = appendResult3_g11883; #else float4 staticSwitch11_g11880 = staticSwitch9_g11880; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11885 = temp_output_18_0_g11880; float3 rotatedValue136_g11885 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11885 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11885 = rotatedValue136_g11885; float linValue16_g11886 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11885 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11886 = MyCustomExpression16_g11886( linValue16_g11886 ); float temp_output_168_0_g11885 = max( ( ( break130_g11885.x + break130_g11885.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11886 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11885 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ); float4 temp_output_1_0_g11885 = staticSwitch11_g11880; float clampResult154_g11885 = clamp( temp_output_161_0_g11885 , 0.0 , 1.0 ); float4 appendResult3_g11885 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11885 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11885 ) ):( temp_output_168_0_g11885 )) ) ) ) + (temp_output_1_0_g11885).rgb ) , ( temp_output_1_0_g11885.a * clampResult154_g11885 ))); float4 staticSwitch15_g11880 = appendResult3_g11885; #else float4 staticSwitch15_g11880 = staticSwitch11_g11880; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11893 = staticSwitch15_g11880; float2 temp_output_126_0_g11893 = temp_output_18_0_g11880; float temp_output_121_0_g11893 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11893 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11894 = (float2(temp_output_121_0_g11893 , temp_output_121_0_g11893)); float temp_output_17_0_g11894 = length( ( (( ( abs( temp_output_126_0_g11893 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11894 ) ); float clampResult17_g11893 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11894 ) / fwidth( temp_output_17_0_g11894 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11893 = (float4((temp_output_1_0_g11893).rgb , ( temp_output_1_0_g11893.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11893 ) ):( clampResult17_g11893 )) ))); float4 staticSwitch13_g11880 = appendResult3_g11893; #else float4 staticSwitch13_g11880 = staticSwitch15_g11880; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11896 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord2.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11896 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11896 = ( temp_output_3_0_g11896 * ( (tex2DNode19_g11896).rgb * tex2DNode19_g11896.a ) ); #else float3 staticSwitch16_g11896 = temp_output_3_0_g11896; #endif float4 temp_output_1_0_g11896 = staticSwitch13_g11880; float4 break2_g11898 = temp_output_1_0_g11896; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11896 = ( staticSwitch16_g11896 * pow( max( ( ( break2_g11898.x + break2_g11898.x + break2_g11898.y + break2_g11898.y + break2_g11898.y + break2_g11898.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) ); #else float3 staticSwitch17_g11896 = staticSwitch16_g11896; #endif float4 appendResult6_g11896 = (float4(( ( staticSwitch17_g11896 * _AddColorFade ) + (temp_output_1_0_g11896).rgb ) , temp_output_1_0_g11896.a)); float4 staticSwitch5_g11895 = appendResult6_g11896; #else float4 staticSwitch5_g11895 = staticSwitch13_g11880; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11899 = staticSwitch5_g11895; float3 lerpResult4_g11899 = lerp( (temp_output_1_0_g11899).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11899.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11899.a ) * _AlphaTintFade )); float4 appendResult13_g11899 = (float4(lerpResult4_g11899 , temp_output_1_0_g11899.a)); float4 staticSwitch11_g11895 = appendResult13_g11899; #else float4 staticSwitch11_g11895 = staticSwitch5_g11895; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11900 = staticSwitch11_g11895; float3 temp_output_6_0_g11900 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord2.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11900 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11900 = ( temp_output_6_0_g11900 * ( (tex2DNode23_g11900).rgb * tex2DNode23_g11900.a ) ); #else float3 staticSwitch21_g11900 = temp_output_6_0_g11900; #endif float4 break2_g11902 = temp_output_1_0_g11900; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11900 = ( pow( max( ( ( break2_g11902.x + break2_g11902.x + break2_g11902.y + break2_g11902.y + break2_g11902.y + break2_g11902.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g11900 ); #else float3 staticSwitch22_g11900 = staticSwitch21_g11900; #endif float3 lerpResult7_g11900 = lerp( (temp_output_1_0_g11900).rgb , staticSwitch22_g11900 , _StrongTintFade); float4 appendResult9_g11900 = (float4(lerpResult7_g11900 , (temp_output_1_0_g11900).a)); float4 staticSwitch7_g11895 = appendResult9_g11900; #else float4 staticSwitch7_g11895 = staticSwitch11_g11895; #endif float4 temp_output_2_0_g11903 = staticSwitch7_g11895; #ifdef _ENABLESHADOW_ON float4 break4_g11905 = temp_output_2_0_g11903; float3 appendResult5_g11905 = (float3(break4_g11905.r , break4_g11905.g , break4_g11905.b)); float2 appendResult2_g11904 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11903 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11904 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11905 = appendResult85_g11903; float3 appendResult7_g11905 = (float3(break6_g11905.r , break6_g11905.g , break6_g11905.b)); float temp_output_11_0_g11905 = ( ( 1.0 - break4_g11905.a ) * break6_g11905.a ); float temp_output_32_0_g11905 = ( break4_g11905.a + temp_output_11_0_g11905 ); float4 appendResult18_g11905 = (float4(( ( ( appendResult5_g11905 * break4_g11905.a ) + ( appendResult7_g11905 * temp_output_11_0_g11905 ) ) * ( 1.0 / max( temp_output_32_0_g11905 , 0.01 ) ) ) , temp_output_32_0_g11905)); float4 staticSwitch82_g11903 = appendResult18_g11905; #else float4 staticSwitch82_g11903 = temp_output_2_0_g11903; #endif float4 break4_g11906 = staticSwitch82_g11903; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11764 = 1.0; #else float staticSwitch8_g11764 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11764 = 1.0; #else float staticSwitch9_g11764 = staticSwitch8_g11764; #endif float customVertexAlpha193 = staticSwitch9_g11764; float4 appendResult5_g11906 = (float4(break4_g11906.r , break4_g11906.g , break4_g11906.b , ( break4_g11906.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11906; float4 temp_output_1_0_g11907 = temp_output_344_0; float4 appendResult8_g11907 = (float4(( (temp_output_1_0_g11907).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11907.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11907; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined( _SHADERFADING_NONE ) float4 staticSwitch143 = staticSwitch342; #elif defined( _SHADERFADING_FULL ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_MASK ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_DISSOLVE ) float4 staticSwitch143 = lerpResult125; #elif defined( _SHADERFADING_SPREAD ) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11914 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11914 = (float4(( (temp_output_7_0_g11914).rgb / max( temp_output_7_0_g11914.a , 1E-05 ) ) , temp_output_7_0_g11914.a)); float4 staticSwitch6_g11914 = appendResult2_g11914; #else float4 staticSwitch6_g11914 = temp_output_7_0_g11914; #endif float4 temp_output_340_0 = staticSwitch6_g11914; o.Normal = fixed3( 0, 0, 1 ); o.Occlusion = 1; o.Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = 0.5; #ifdef _ALPHATEST_SHADOW_ON if (unity_LightShadowBias.z != 0.0) clip(o.Alpha - AlphaClipThresholdShadow); #ifdef _ALPHATEST_ON else clip(o.Alpha - AlphaClipThreshold); #endif #else #ifdef _ALPHATEST_ON clip(o.Alpha - AlphaClipThreshold); #endif #endif #if defined( CAN_SKIP_VPOS ) float2 vpos = IN.pos; #endif #ifdef UNITY_STANDARD_USE_DITHER_MASK half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,o.Alpha*0.9375)).a; clip(alphaRef - 0.01); #endif #ifdef _DEPTHOFFSET_ON outputDepth = IN.pos.z; #endif SHADOW_CASTER_FRAGMENT(IN) } ENDCG } } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" Fallback Off } /*ASEBEGIN Version=19801 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