// Made with Amplify Shader Editor v1.9.9.3 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/3D Lit URP SSU" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _MainTex( "MainTex", 2D ) = "white" {} _ShadowClip( "Shadow Clip", Range( 0, 1 ) ) = 0.5 _AlphaClip( "Alpha Clip", Range( 0, 1 ) ) = 0 _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( _RECEIVE_SHADOWS_OFF )] _IgnoreShadowsToggle( "Ignore Shadows Toggle", Float ) = 0 [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 [HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1 [HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1 [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} //[HideInInspector][ToggleUI] _AddPrecomputedVelocity("Add Precomputed Velocity", Float) = 1 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } Cull Off ZWrite Off ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS 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; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS #pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX #pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _LIGHT_COOKIES #pragma multi_compile _ _FORWARD_PLUS #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_FORWARD #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD8; #endif float4 ase_texcoord9 : TEXCOORD9; float4 ase_texcoord10 : TEXCOORD10; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _EMISSIONTOGGLE_ON float4 _EmissionTint; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif sampler2D _NormalMap; #ifdef _EMISSIONTOGGLE_ON sampler2D _EmissionMap; #endif #ifdef _METALLICMAPTOGGLE_ON sampler2D _MetallicMap; #endif float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord9.xy = input.texcoord.xy; output.ase_texcoord10 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x ); output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y ); output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #else OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) output.lightmapUVOrVertexSH.zw = input.texcoord.xy; output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( input.tSpace0.xyz ); float3 WorldTangent = input.tSpace1.xyz; float3 WorldBiTangent = input.tSpace2.xyz; #endif float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 texCoord363 = input.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord10.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.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 ) * 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 * 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 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.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 = input.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 ) ) + WorldPosition.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 = input.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 ) * 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 = input.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 ) * 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 ) * 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 = input.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 = input.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 = input.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 * (input.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 * input.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; float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); #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 float3 BaseColor = temp_output_340_0.rgb; float3 Normal = unpack3_g11915; float3 Emission = staticSwitch13_g11915; float3 Specular = 0.5; float Metallic = staticSwitch23_g11915; float Smoothness = staticSwitch22_g11915; float Occlusion = 1; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = _ShadowClip; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = input.positionCS; inputData.viewDirectionWS = WorldViewDirection; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask ); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; surfaceData.metallic = saturate(Metallic); surfaceData.specular = Specular; surfaceData.smoothness = saturate(Smoothness), surfaceData.occlusion = Occlusion, surfaceData.emission = Emission, surfaceData.alpha = saturate(Alpha); surfaceData.normalTS = Normal; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surfaceData.clearCoatMask = saturate(CoatMask); surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData); #endif #ifdef _ASE_LIGHTING_SIMPLE half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData); #else half4 color = UniversalFragmentPBR( inputData, surfaceData); #endif #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; #define SUM_LIGHT_TRANSMISSION(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\ color.rgb += BaseColor * transmission; SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK #ifdef _LIGHT_LAYERS Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) #ifdef _LIGHT_LAYERS Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSMISSION( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; #define SUM_LIGHT_TRANSLUCENCY(Light)\ float3 atten = Light.color * Light.distanceAttenuation;\ atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\ half3 lightDir = Light.direction + inputData.normalWS * normal;\ half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\ half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\ color.rgb += BaseColor * translucency * strength; SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) ); #if defined(_ADDITIONAL_LIGHTS) uint meshRenderingLayers = GetMeshRenderingLayer(); uint pixelLightCount = GetAdditionalLightsCount(); #if USE_FORWARD_PLUS [loop] for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++) { FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK #ifdef _LIGHT_LAYERS Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } } #endif LIGHT_LOOP_BEGIN( pixelLightCount ) #ifdef _LIGHT_LAYERS Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask); if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers)) #endif { SUM_LIGHT_TRANSLUCENCY( light ); } LIGHT_LOOP_END #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord); #else color.rgb = MixFog(color.rgb, inputData.fogCoord); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif return color; } ENDHLSL } Pass { Name "ShadowCaster" Tags { "LightMode"="ShadowCaster" } ZWrite On ZTest LEqual AlphaToMask Off ColorMask 0 HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_SHADOWCASTER #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } float3 _LightDirection; float3 _LightPosition; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord3.xy = input.ase_texcoord.xy; output.ase_texcoord4 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldDir(input.normalOS); #if _CASTING_PUNCTUAL_LIGHT_SHADOW float3 lightDirectionWS = normalize(_LightPosition - positionWS); #else float3 lightDirectionWS = _LightDirection; #endif float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS)); //code for UNITY_REVERSED_Z is moved into Shadows.hlsl from 6000.0.22 and or higher positionCS = ApplyShadowClamping(positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = positionCS; output.clipPosV = positionCS; output.positionWS = positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float3 WorldPosition = input.positionWS; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord363 = input.ase_texcoord3.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord4.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.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 ) * 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 * 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 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.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 = input.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 ) ) + WorldPosition.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 = input.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 ) * 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 = input.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 ) * 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 ) * 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 = input.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 = input.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 = input.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 * (input.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 * input.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; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = _ShadowClip; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_SHADOW_ON #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThresholdShadow); #else clip(Alpha - AlphaClipThreshold); #endif #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHONLY #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord3.xy = input.ase_texcoord.xy; output.ase_texcoord4 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float3 WorldPosition = input.positionWS; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord363 = input.ase_texcoord3.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord4.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.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 ) * 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 * 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 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.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 = input.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 ) ) + WorldPosition.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 = input.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 ) * 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 = input.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 ) * 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 ) * 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 = input.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 = input.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 = input.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 * (input.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 * input.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; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma shader_feature EDITOR_VISUALIZATION #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_META #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif #ifdef EDITOR_VISUALIZATION float4 VizUV : TEXCOORD2; float4 LightCoord : TEXCOORD3; #endif 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 _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _EMISSIONTOGGLE_ON float4 _EmissionTint; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif #ifdef _EMISSIONTOGGLE_ON sampler2D _EmissionMap; #endif float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.texcoord0.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 = input.texcoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11669 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.texcoord0.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord5 = screenPos; output.ase_texcoord4.xy = input.texcoord0.xy; output.ase_texcoord6 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord4.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = positionWS; #endif output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST ); #ifdef EDITOR_VISUALIZATION float2 VizUV = 0; float4 LightCoord = 0; UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord); output.VizUV = float4(VizUV, 0, 0); output.LightCoord = LightCoord; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) VertexPositionInputs vertexInput = (VertexPositionInputs)0; vertexInput.positionWS = positionWS; vertexInput.positionCS = output.positionCS; output.shadowCoord = GetShadowCoord( vertexInput ); #endif return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.texcoord0 = input.texcoord0; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord363 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = input.ase_texcoord5; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.ase_texcoord4.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.ase_texcoord4.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 = (input.ase_texcoord6.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.ase_texcoord4.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 ) * 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 * 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 = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord4.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.ase_texcoord4.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 = input.ase_texcoord4.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 ) ) + WorldPosition.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 = input.ase_texcoord4.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 ) * 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 = input.ase_texcoord4.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 ) * 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 ) * 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 = input.ase_texcoord4.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 = input.ase_texcoord4.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 = input.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 * (input.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 * input.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 float3 BaseColor = temp_output_340_0.rgb; float3 Emission = staticSwitch13_g11915; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = input.VizUV.xy; metaInput.LightCoord = input.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_2D #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD0; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD1; #endif float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID( input ); UNITY_TRANSFER_INSTANCE_ID( input, output ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output ); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord3 = screenPos; output.ase_texcoord2.xy = input.ase_texcoord.xy; output.ase_texcoord4 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID( input ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = input.ase_texcoord3; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord4.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.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 ) * 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 * 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 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.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 = input.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 ) ) + WorldPosition.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 = input.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 ) * 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 = input.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 ) * 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 ) * 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 = input.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 = input.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 = input.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 * (input.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 * input.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; float3 BaseColor = temp_output_340_0.rgb; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY //#define SHADERPASS SHADERPASS_DEPTHNORMALS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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_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 _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_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 _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 _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 _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 _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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD4; #endif float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; sampler2D _NormalMap; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord5.xy = input.ase_texcoord.xy; output.ase_texcoord6 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord5.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal( input.normalOS ); float4 tangentWS = float4( TransformObjectToWorldDir( input.tangentOS.xyz ), input.tangentOS.w ); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = normalWS; output.tangentWS = tangentWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif void frag( PackedVaryings input , out half4 outNormalWS : SV_Target0 #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float4 ShadowCoords = float4( 0, 0, 0, 0 ); float3 WorldNormal = input.normalWS; float4 WorldTangent = input.tangentWS; float3 WorldPosition = input.positionWS; float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord363 = input.ase_texcoord5.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.ase_texcoord5.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.ase_texcoord5.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 = (input.ase_texcoord6.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord6.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.ase_texcoord5.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 ) * 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 * 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 = input.ase_texcoord5.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord5.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_11_0_g11915 = finalUV146; float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); 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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.ase_texcoord5.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 = input.ase_texcoord5.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 ) ) + WorldPosition.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 = input.ase_texcoord5.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 ) * 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 = input.ase_texcoord5.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 ) * 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 ) * 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 = input.ase_texcoord5.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 = input.ase_texcoord5.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 = input.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 * (input.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 * input.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; float3 Normal = unpack3_g11915; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #pragma multi_compile _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ USE_LEGACY_LIGHTMAPS #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_GBUFFER #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ProbeVolumeVariants.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float4 lightmapUVOrVertexSH : TEXCOORD1; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD2; #endif float4 tSpace0 : TEXCOORD3; float4 tSpace1 : TEXCOORD4; float4 tSpace2 : TEXCOORD5; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD7; #endif #if defined(USE_APV_PROBE_OCCLUSION) float4 probeOcclusion : TEXCOORD8; #endif float4 ase_texcoord9 : TEXCOORD9; float4 ase_texcoord10 : TEXCOORD10; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _EMISSIONTOGGLE_ON float4 _EmissionTint; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif sampler2D _NormalMap; #ifdef _EMISSIONTOGGLE_ON sampler2D _EmissionMap; #endif #ifdef _METALLICMAPTOGGLE_ON sampler2D _MetallicMap; #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" 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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord9.xy = input.texcoord.xy; output.ase_texcoord10 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord9.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; input.tangentOS = input.tangentOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS ); output.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); output.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); output.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif OUTPUT_SH4( vertexInput.positionWS, normalInput.normalWS.xyz, GetWorldSpaceNormalizeViewDir( vertexInput.positionWS ), output.lightmapUVOrVertexSH.xyz, output.probeOcclusion ); #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) output.lightmapUVOrVertexSH.zw = input.texcoord.xy; output.lightmapUVOrVertexSH.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) // @diogo: no fog applied in GBuffer #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.tangentOS = input.tangentOS; output.texcoord = input.texcoord; output.texcoord1 = input.texcoord1; output.texcoord2 = input.texcoord2; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z; output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z; output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z; output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif FragmentOutput frag ( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (input.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( input.tSpace0.xyz ); float3 WorldTangent = input.tSpace1.xyz; float3 WorldBiTangent = input.tSpace2.xyz; #endif float3 WorldPosition = float3(input.tSpace0.w,input.tSpace1.w,input.tSpace2.w); float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float2 texCoord363 = input.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (WorldPosition).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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord10.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord10.xyz).xy * (ase_objectScale).xy ); #elif defined( _SHADERSPACE_WORLD ) float2 staticSwitch1_g11669 = (WorldPosition).xy; #elif defined( _SHADERSPACE_UI_GRAPHIC ) float2 staticSwitch1_g11669 = ( texCoord23_g11669 * ( appendResult28_g11669 / _PixelsPerUnit ) ); #elif defined( _SHADERSPACE_SCREEN ) float2 staticSwitch1_g11669 = ( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 ) ) + WorldPosition.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 = input.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 ) * 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 * 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 = input.ase_texcoord9.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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(WorldPosition.x , WorldPosition.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 = input.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 = input.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 ) ) + WorldPosition.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 = input.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 ) * 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 = input.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 ) * 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 ) * 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 = input.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 = input.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 = input.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 * (input.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 * input.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; float3 unpack3_g11915 = UnpackNormalScale( tex2D( _NormalMap, temp_output_11_0_g11915 ), _NormalIntensity ); unpack3_g11915.z = lerp( 1, unpack3_g11915.z, saturate(_NormalIntensity) ); #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 float3 BaseColor = temp_output_340_0.rgb; float3 Normal = unpack3_g11915; float3 Emission = staticSwitch13_g11915; float3 Specular = 0.5; float Metallic = staticSwitch23_g11915; float Smoothness = staticSwitch22_g11915; float Occlusion = 1; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; float AlphaClipThresholdShadow = _ShadowClip; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = input.positionCS; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else inputData.normalWS = WorldNormal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); #ifdef ASE_FOG // @diogo: no fog applied in GBuffer #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = input.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #elif !defined(LIGHTMAP_ON) && (defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)) inputData.bakedGI = SAMPLE_GI( SH, GetAbsolutePositionWS(inputData.positionWS), inputData.normalWS, inputData.viewDirectionWS, input.positionCS.xy, input.probeOcclusion, inputData.shadowMask ); #else inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #if defined(USE_APV_PROBE_OCCLUSION) inputData.probeOcclusion = input.probeOcclusion; #endif #endif #ifdef _DBUFFER ApplyDecal(input.positionCS, BaseColor, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SCENESELECTIONPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord1 = screenPos; output.ase_texcoord2.xyz = ase_positionWS; output.ase_texcoord.xy = input.ase_texcoord.xy; output.ase_texcoord3 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord.zw = 0; output.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = input.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = input.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord3.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 = input.ase_texcoord.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 ) * 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 * 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 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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 = input.ase_texcoord.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 = input.ase_texcoord.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 = input.ase_texcoord.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 ) * 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 = input.ase_texcoord.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 ) * 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 ) * 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 = input.ase_texcoord.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 = input.ase_texcoord.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 = input.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 * (input.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 * input.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; surfaceDescription.Alpha = temp_output_340_0.a; surfaceDescription.AlphaClipThreshold = _AlphaClip; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SCENEPICKINGPASS 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord1 = screenPos; output.ase_texcoord2.xyz = ase_positionWS; output.ase_texcoord.xy = input.ase_texcoord.xy; output.ase_texcoord3 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord.zw = 0; output.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; 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 ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; output.ase_color = input.ase_color; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [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")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.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] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = input.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = input.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord3.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.ase_texcoord3.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 = input.ase_texcoord.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 ) * 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 * 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 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.ase_texcoord.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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 = input.ase_texcoord.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 = input.ase_texcoord.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 = input.ase_texcoord.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 ) * 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 = input.ase_texcoord.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 ) * 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 ) * 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 = input.ase_texcoord.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 = input.ase_texcoord.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 = input.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 * (input.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 * input.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; surfaceDescription.Alpha = temp_output_340_0.a; surfaceDescription.AlphaClipThreshold = _AlphaClip; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "MotionVectors" Tags { "LightMode"="MotionVectors" } ColorMask RG HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_instancing #pragma multi_compile _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _ALPHATEST_SHADOW_ON 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define _EMISSION #define _NORMALMAP 1 #define ASE_VERSION 19903 #define ASE_SRP_VERSION 170200 #pragma vertex vert #pragma fragment frag #if defined(_SPECULAR_SETUP) && defined(_ASE_LIGHTING_SIMPLE) #define _SPECULAR_COLOR 1 #endif #define SHADERPASS SHADERPASS_MOTION_VECTORS #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DebugMipmapStreamingMacros.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MotionVectorsCommon.hlsl" #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #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 Attributes { float4 positionOS : POSITION; float3 positionOld : TEXCOORD4; #if _ADD_PRECOMPUTED_VELOCITY float3 alembicMotionVector : TEXCOORD5; #endif float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 positionCSNoJitter : TEXCOORD0; float4 previousPositionCSNoJitter : TEXCOORD1; 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 _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowColor; float4 _SineGlowMask_ST; #endif #ifdef _ENABLESHINE_ON float4 _ShineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBRedTint; float4 _RecolorRGBGreenTint; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPPurpleTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPCyanTint; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceFromColor; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningShadowsColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPYellowTint; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLEMETAL_ON float4 _MetalColor; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEMETAL_ON float4 _MetalHighlightColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif float4 _EmissionTint; #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; float4 _FrozenSnowColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageBaseColor; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1ScrollSpeed; float2 _TextureLayer1Offset; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseSpeed; float2 _MetalNoiseScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameSpeed; float2 _FlameNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; float2 _FrozenHighlightScale; float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortion; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadPosition; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnPosition; float2 _BurnEdgeNoiseScale; float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseScale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineDistortionIntensity; float2 _InnerOutlineNoiseScale; float2 _InnerOutlineNoiseSpeed; float2 _InnerOutlineTextureSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; float2 _PoisonNoiseScale; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortSpeed; float2 _UVDistortTo; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortFrom; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; float2 _SineMoveOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; float2 _TextureLayer2Offset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLERAINBOW_ON float _RainbowDensity; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeNoiseFactor; #endif float _NormalIntensity; #ifdef _ENABLEBURN_ON float _BurnWidth; #endif float _Metallic; #ifdef _ENABLEBURN_ON float _BurnFade; #endif float _Smoothness; #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; float _HalftoneTiling; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneInvert; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Fade; #endif #ifdef _ENABLESHINE_ON float _ShineContrast; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSaturation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedContrast; float _EnchantedBrightness; float _EnchantedReduce; float _EnchantedFade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveWidth; float _FullAlphaDissolveFade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Fade; float _TextureLayer2Contrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif int _TextureLayer2Rows; int _TextureLayer2Columns; #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowBrightness; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowContrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveNoiseFactor; #endif #ifdef _ENABLESHINE_ON float _ShineRotation; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; #endif #ifdef _ENABLESHINE_ON float _ShineFrequency; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; float _PoisonRecolorFactor; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveWidth; #endif #ifdef _ENABLESHINE_ON float _ShineSpeed; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; float _SineRotateFade; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif float _ScreenWidthUnits; #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowFade; float _PingPongGlowFrequency; #endif float _AlphaClip; #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; float _PixelOutlineAlphaLimit; float _PixelOutlineFade; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; float _InnerOutlineFade; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; float _HologramLineSpeed; float _HologramLineFrequency; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; float _CamouflageContrast; float _CamouflageSmoothnessB; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; float _HologramLineGap; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; float _AddHueContrast; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; float _ColorReplaceRange; float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; float _FlameRadius; float _FlameNoiseFactor; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEADDHUE_ON float _AddHueBrightness; float _AddHueSaturation; float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; #endif float _InkSpreadContrast; float _BlackTintFade; #ifdef _ENABLEBLACKTINT_ON float _BlackTintPower; #endif float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; float _Brightness; float _ShadowClip; #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 SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif 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 } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float2 _ZeroVector = float2(0,0); float2 texCoord363 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = TransformObjectToWorld( ( input.positionOS ).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_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 = _TimeParameters.x; #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 + ( (input.positionOS.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 = input.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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.positionOS.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.positionOS.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 output.ase_texcoord3 = screenPos; output.ase_texcoord4.xyz = ase_positionWS; output.ase_texcoord2.xy = input.ase_texcoord.xy; output.ase_texcoord5 = input.positionOS; output.ase_color = input.ase_color; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord2.zw = 0; output.ase_texcoord4.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(APLICATION_SPACE_WARP_MOTION) // We do not need jittered position in ASW output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, input.positionOS));; output.positionCS = output.positionCSNoJitter; #else // Jittered. Match the frame. output.positionCS = vertexInput.positionCS; output.positionCSNoJitter = mul( _NonJitteredViewProjMatrix, mul( UNITY_MATRIX_M, input.positionOS)); #endif float4 prevPos = ( unity_MotionVectorsParams.x == 1 ) ? float4( input.positionOld, 1 ) : input.positionOS; #if _ADD_PRECOMPUTED_VELOCITY prevPos = prevPos - float4(input.alembicMotionVector, 0); #endif output.previousPositionCSNoJitter = mul( _PrevViewProjMatrix, mul( UNITY_PREV_MATRIX_M, prevPos ) ); // removed in ObjectMotionVectors.hlsl found in unity 6000.0.23 and higher //ApplyMotionVectorZBias( output.positionCS ); return output; } PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } half4 frag( PackedVaryings input ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float2 texCoord363 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = input.ase_texcoord3; float4 ase_positionSSNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_positionWS = input.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(GetWorldToObjectMatrix(),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 = _TimeParameters.x; #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 = input.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( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11669 = input.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 = (input.ase_texcoord5.xyz).xy; #elif defined( _SHADERSPACE_OBJECT_SCALED ) float2 staticSwitch1_g11669 = ( (input.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 * (_ScaledScreenParams).xy ) / ( _ScaledScreenParams.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 ) * 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 ) * 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 = input.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 ) * 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 * 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 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = input.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 * (input.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, ( ( ( input.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 ) + ( ( ( input.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( ( ( ( input.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 = input.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 = input.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 = input.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 ) * 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 = input.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 ) * 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 ) * 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 = input.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 = input.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 = input.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 * (input.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 * input.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; float Alpha = temp_output_340_0.a; float AlphaClipThreshold = _AlphaClip; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(APLICATION_SPACE_WARP_MOTION) return float4( CalcAswNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 1 ); #else return float4( CalcNdcMotionVectorFromCsPositions( input.positionCSNoJitter, input.previousPositionCSNoJitter ), 0, 0 ); #endif } ENDHLSL } } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19903 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;411;-3081.191,-3627.324;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;1144.955,1000.087;Inherit;True;Property;_MainTex;MainTex;0;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;460;-2186.147,-3620.607;Inherit;False;originalUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;469;-1956.314,-3488.134;Inherit;False;_PixelArtUV_1;-1;;11658;0e4f4d9760e013e4ea49a4cc7c42c155;0;2;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;374;-1729.456,-3326.936;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;375;-1731.491,-3207.527;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;449;-1697.482,-3566.466;Inherit;False;Property;_Keyword1;Keyword 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Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;450;-1448.75,-3526.053;Inherit;False;uvAfterPixelArt;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;-1198.361,-3311.903;Inherit;False;Remap2D;-1;;11668;f79f855c0a5c94649b58f3d8127375ae;0;5;13;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;1,1;False;5;FLOAT2;0,0;False;6;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;2238.417,1562.63;Inherit;True;Property;_UberNoiseTexture;Uber Noise Texture;46;0;Create;True;0;0;0;False;0;False;b8d18cd117976254d94a812a0bfc336e;b8d18cd117976254d94a812a0bfc336e;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.TexelSizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;438;1931.978,1144.547;Inherit;False;-1;Create;1;0;SAMPLER2D;;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;-905.3608,-3353.903;Inherit;False;Property;_SpriteSheetFix;Sprite Sheet Fix;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;2506.903,1635.005;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;432;2227.661,1200.654;Inherit;False;False;False;True;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;435;2252.064,903.7132;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;475;-584.1226,-3343.809;Inherit;False;fixedUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;-582.6621,-3244.321;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;2660.32,1715.519;Inherit;False;uberNoiseTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;2534.932,1066.922;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-372.9774,-3275.82;Inherit;False;_UberInteractive;542;;11670;f8a4d7008519ad249b29e4a9381f963f;0;2;9;FLOAT;0;False;3;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;184;-340.3444,-2931.6;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;253;-334.9839,-3014.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FloorOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;433;2745.127,1095.848;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RelayNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;84;-178.5299,-3184.649;Inherit;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-47.4363,-2946.944;Inherit;False;_FullDistortion;476;;11672;62960fe27c1c398408207bb462ffd10e;0;3;195;FLOAT2;0,0;False;160;FLOAT2;0,0;False;194;SAMPLER2D;;False;2;FLOAT2;174;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;254;496.0161,-2937.146;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;188;476.926,-2831.78;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Culture=neutral, PublicKeyToken=null;358;-1921.027,-115.7738;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;2945.127,1149.848;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;355.5295,-3077.305;Inherit;False;Property;_EnableShine;Enable Shine;475;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;77;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Mask;34;0;Create;True;0;0;0;False;0;False;None;None;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;210;4416.092,2114.768;Inherit;False;Property;_FadingWidth;Fading: Width;31;0;Create;True;0;0;0;False;0;False;0.3;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;4515.66,1836.189;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;208;4401.642,1937.264;Inherit;False;Property;_FadingNoiseScale;Fading: Noise Scale;33;0;Create;True;0;0;0;False;0;False;0.2,0.2;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;230;4630.415,2681.855;Inherit;False;Property;_FadingNoiseFactor;Fading: Noise Factor;32;0;Create;True;0;0;0;False;0;False;0.2;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;4535.53,1746.504;Inherit;False;235;shaderPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;229;4660.594,2553.942;Inherit;False;Property;_FadingPosition;Fading: Position;30;0;Create;True;0;0;0;False;0;False;0,0;0.2,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;228;4626.359,2471.966;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Culture=neutral, PublicKeyToken=null;441;3148.675,1260.326;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;1064.56,-3052.917;Inherit;False;Property;_EnableShine;Enable Shine;463;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;75;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;255;1530.016,-2640.146;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;1537.252,-2554.561;Inherit;False;hologramFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;1547.656,-2458.612;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;1562.277,-2362.367;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1246.533,-755.1426;Inherit;False;glitchFade;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;1243.538,-600.6849;Inherit;False;glitchPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;3995.099,1279.389;Inherit;False;Property;_FadingFade;Fading: Fade;29;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;223;4905.316,1828.167;Inherit;False;_UberDissolveFade;-1;;11723;cb957eb9b67f4f243aa8ba0547208263;0;5;21;FLOAT2;0,0;False;1;FLOAT;0;False;16;SAMPLER2D;0;False;18;FLOAT2;0,0;False;20;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;231;4899.456,2440.854;Inherit;False;_UberSpreadFade;-1;;11725;777ca8ab10170fb48b24b7cd1c44f075;0;7;27;FLOAT2;0,0;False;22;FLOAT;0;False;18;SAMPLER2D;0;False;25;FLOAT2;0,0;False;23;FLOAT2;0,0;False;21;FLOAT;0;False;26;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;5091.561,1459.408;Inherit;False;ShaderMasker;-1;;11727;3d25b55dbfdd24f48b9bd371bdde0e97;0;2;1;FLOAT;0;False;2;SAMPLER2D;;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;-1350.718,-125.6577;Inherit;False;Property;_Keyword0;Keyword 0;14;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;342;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;2716.61,1541.034;Inherit;False;ShaderTime;35;;11667;06a15e67904f217499045f361bad56e7;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-977.8615,164.14;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;-1018.041,-121.917;Inherit;False;originalColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;-1036.103,27.02582;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;237;2948.598,1594.428;Inherit;False;shaderTime;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;235;3662.626,1220.644;Inherit;False;shaderPosition;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;2242.011,-2636.393;Inherit;False;Property;_EnableShine;Enable Shine;208;0;Create;True;0;0;0;False;0;False;1;0;0;True;;Toggle;2;Key0;Key1;Reference;56;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;2715.721,-2556.586;Inherit;False;_GlitchUV;236;;11728;2addb21417fb5d745a5abfe02cbcd453;0;5;23;FLOAT;0;False;13;FLOAT2;0,0;False;22;SAMPLER2D;;False;3;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;-614.0953,-401.0159;Inherit;False;146;finalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;240;-683.451,-246.0232;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;-423.344,-436.9742;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;-404.7228,-125.1053;Inherit;False;_UberGenerated;565;;11769;52defa3f7cca25740a6a77f065edb382;0;4;10;FLOAT;0;False;8;SAMPLER2D;0;False;7;FLOAT2;0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;183.7499,-168.0946;Inherit;False;_Hologram;210;;11815;76082a965d84d0e4da33b2cff51b3691;0;5;42;FLOAT;0;False;40;FLOAT;0;False;1;COLOR;1,1,1,1;False;43;FLOAT;0;False;44;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;161;687.0067,-317.0453;Inherit;False;154;glitchPosition;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;668.7452,-235.3598;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;162;704.0067,-153.0455;Inherit;False;152;glitchFade;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;3940.446,-2146.193;Inherit;False;Property;_UberFading;Uber Fading;28;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;4;NONE;Key1;Key2;Key3;Reference;139;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleRemainderNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;4664.06,-2056.074;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;1,1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMaxOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;5739.72,-1830.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;438.7324,-454.4984;Inherit;False;Property;_EnableHologram;Enable 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PublicKeyToken=null;485;4859.071,-2156.215;Inherit;False;Property;_TilingFix;Tiling Fix;19;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMinOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;5870.72,-1934.532;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;6361.842,-2067.504;Inherit;False;460;originalUV;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;452;6307.805,-1976.09;Inherit;False;450;uvAfterPixelArt;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;6299.205,-1884.911;Inherit;False;157;spriteTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1364.183,-273.4383;Inherit;False;159;uberNoiseTexture;1;0;OBJECT;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;247;1456.499,-578.4069;Inherit;False;237;shaderTime;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;1278.486,-397.6114;Inherit;False;Property;_EnableGlitch;Enable 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Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;6107.095,-2156.984;Inherit;False;Property;_SpriteSheetFix1;Sprite Sheet Fix;17;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;Key0;Key1;Reference;366;False;True;All;9;1;FLOAT2;0,0;False;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT2;0,0;False;6;FLOAT2;0,0;False;7;FLOAT2;0,0;False;8;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;6618.802,-2035.91;Inherit;False;_PixelArtUV_2;-1;;11743;4b65626ba2313ca40a96813b19044794;0;4;21;FLOAT2;0,0;False;17;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;SAMPLER2D;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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