Files
Continentis/Assets/OtherPlugins/Sprite Shaders Ultimate/Shaders/Additive GUI SSU.shader
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2025-11-25 21:49:03 -05:00

3791 lines
252 KiB
GLSL

// Made with Amplify Shader Editor v1.9.8.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Sprite Shaders Ultimate/Additive GUI SSU"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
[Toggle(_ISTEXT_ON)] _IsText("Is Text", Float) = 0
[Toggle(_ISTEXTMESHPRO_ON)] _IsTextMeshPro("Is Text Mesh Pro", Float) = 0
_TMPThickness("TMP: Thickness", Range( -0.99 , 0)) = -0.45
_TMPSmoothness("TMP: Smoothness", Float) = 5
[HideInInspector]_UIVertexColorAlwaysGammaSpace("UIVertexColorAlwaysGammaSpace", Int) = 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" {}
}
SubShader
{
LOD 0
Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
Stencil
{
Ref [_Stencil]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
CompFront [_StencilComp]
PassFront [_StencilOp]
FailFront Keep
ZFailFront Keep
CompBack Always
PassBack Keep
FailBack Keep
ZFailBack Keep
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha One, One OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#define ASE_VERSION 19801
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_FRAG_POSITION
#define ASE_NEEDS_FRAG_COLOR
#pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD
#pragma shader_feature_local _ENABLESINESCALE_ON
#pragma shader_feature _ENABLEVIBRATE_ON
#pragma shader_feature _ENABLESINEMOVE_ON
#pragma shader_feature _ENABLESQUISH_ON
#pragma shader_feature _SPRITESHEETFIX_ON
#pragma shader_feature_local _PIXELPERFECTUV_ON
#pragma shader_feature _ENABLEWORLDTILING_ON
#pragma shader_feature _ENABLESCREENTILING_ON
#pragma shader_feature _TOGGLETIMEFREQUENCY_ON
#pragma shader_feature _TOGGLETIMEFPS_ON
#pragma shader_feature _TOGGLETIMESPEED_ON
#pragma shader_feature _TOGGLEUNSCALEDTIME_ON
#pragma shader_feature _TOGGLECUSTOMTIME_ON
#pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN
#pragma shader_feature _PIXELPERFECTSPACE_ON
#pragma shader_feature _BAKEDMATERIAL_ON
#pragma shader_feature _VERTEXTINTFIRST_ON
#pragma shader_feature _ENABLESHADOW_ON
#pragma shader_feature _ENABLESTRONGTINT_ON
#pragma shader_feature _ENABLEALPHATINT_ON
#pragma shader_feature_local _ENABLEADDCOLOR_ON
#pragma shader_feature_local _ENABLEHALFTONE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON
#pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON
#pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON
#pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON
#pragma shader_feature_local _ENABLEFULLDISTORTION_ON
#pragma shader_feature _ENABLETEXTURELAYER2_ON
#pragma shader_feature _ENABLETEXTURELAYER1_ON
#pragma shader_feature _ENABLESHIFTING_ON
#pragma shader_feature _ENABLEENCHANTED_ON
#pragma shader_feature_local _ENABLEPOISON_ON
#pragma shader_feature_local _ENABLESHINE_ON
#pragma shader_feature_local _ENABLERAINBOW_ON
#pragma shader_feature_local _ENABLEBURN_ON
#pragma shader_feature_local _ENABLEFROZEN_ON
#pragma shader_feature_local _ENABLEMETAL_ON
#pragma shader_feature_local _ENABLECAMOUFLAGE_ON
#pragma shader_feature_local _ENABLEGLITCH_ON
#pragma shader_feature_local _ENABLEHOLOGRAM_ON
#pragma shader_feature _ENABLEPINGPONGGLOW_ON
#pragma shader_feature_local _ENABLEPIXELOUTLINE_ON
#pragma shader_feature_local _ENABLEOUTEROUTLINE_ON
#pragma shader_feature_local _ENABLEINNEROUTLINE_ON
#pragma shader_feature_local _ENABLESATURATION_ON
#pragma shader_feature_local _ENABLESINEGLOW_ON
#pragma shader_feature_local _ENABLEADDHUE_ON
#pragma shader_feature_local _ENABLESHIFTHUE_ON
#pragma shader_feature_local _ENABLEINKSPREAD_ON
#pragma shader_feature_local _ENABLEBLACKTINT_ON
#pragma shader_feature_local _ENABLESPLITTONING_ON
#pragma shader_feature_local _ENABLEHUE_ON
#pragma shader_feature_local _ENABLEBRIGHTNESS_ON
#pragma shader_feature_local _ENABLECONTRAST_ON
#pragma shader_feature _ENABLENEGATIVE_ON
#pragma shader_feature_local _ENABLECOLORREPLACE_ON
#pragma shader_feature_local _ENABLERECOLORRGBYCP_ON
#pragma shader_feature _ENABLERECOLORRGB_ON
#pragma shader_feature_local _ENABLEFLAME_ON
#pragma shader_feature_local _ENABLECHECKERBOARD_ON
#pragma shader_feature_local _ENABLECUSTOMFADE_ON
#pragma shader_feature_local _ENABLESMOKE_ON
#pragma shader_feature _ISTEXTMESHPRO_ON
#pragma shader_feature _ISTEXT_ON
#pragma shader_feature _ENABLESHARPEN_ON
#pragma shader_feature _ENABLEGAUSSIANBLUR_ON
#pragma shader_feature _ENABLESMOOTHPIXELART_ON
#pragma shader_feature_local _TILINGFIX_ON
#pragma shader_feature _ENABLEWIGGLE_ON
#pragma shader_feature_local _ENABLEUVSCALE_ON
#pragma shader_feature_local _ENABLEPIXELATE_ON
#pragma shader_feature_local _ENABLEUVSCROLL_ON
#pragma shader_feature_local _ENABLEUVROTATE_ON
#pragma shader_feature_local _ENABLESINEROTATE_ON
#pragma shader_feature_local _ENABLESQUEEZE_ON
#pragma shader_feature_local _ENABLEUVDISTORT_ON
#pragma shader_feature_local _ENABLEWIND_ON
#pragma shader_feature_local _WINDLOCALWIND_ON
#pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON
#pragma shader_feature_local _WINDISPARALLAX_ON
#pragma shader_feature _UVDISTORTMASKTOGGLE_ON
#pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON
#pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON
#pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON
#pragma shader_feature_local _ADDHUEMASKTOGGLE_ON
#pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON
#pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON
#pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON
#pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON
#pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
#pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON
#pragma shader_feature _METALMASKTOGGLE_ON
#pragma shader_feature _SHINEMASKTOGGLE_ON
#pragma shader_feature _ENCHANTEDLERPTOGGLE_ON
#pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON
#pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON
#pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON
#pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON
#pragma shader_feature _ADDCOLORMASKTOGGLE_ON
#pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON
#pragma shader_feature _STRONGTINTMASKTOGGLE_ON
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
#ifdef _ENABLESQUISH_ON
uniform float _SquishStretch;
#endif
#ifdef _ENABLESCREENTILING_ON
uniform float2 _ScreenTilingScale;
uniform float2 _ScreenTilingOffset;
uniform float _ScreenTilingPixelsPerUnit;
#endif
float4 _MainTex_TexelSize;
#ifdef _ENABLEWORLDTILING_ON
uniform float2 _WorldTilingScale;
uniform float2 _WorldTilingOffset;
uniform float _WorldTilingPixelsPerUnit;
#endif
#ifdef _SPRITESHEETFIX_ON
uniform float4 _SpriteSheetRect;
#endif
#ifdef _ENABLESQUISH_ON
uniform float _SquishFade;
uniform float _SquishFlip;
uniform float _SquishSquish;
#endif
#ifdef _TOGGLECUSTOMTIME_ON
uniform float _TimeValue;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
uniform float UnscaledTime;
#endif
#ifdef _TOGGLETIMESPEED_ON
uniform float _TimeSpeed;
#endif
#ifdef _TOGGLETIMEFPS_ON
uniform float _TimeFPS;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
uniform float _TimeFrequency;
uniform float _TimeRange;
#endif
#ifdef _ENABLESINEMOVE_ON
uniform float2 _SineMoveFrequency;
uniform float2 _SineMoveOffset;
uniform float _SineMoveFade;
#endif
#ifdef _ENABLEVIBRATE_ON
uniform float _VibrateFrequency;
uniform float _VibrateOffset;
uniform float _VibrateFade;
uniform float _VibrateRotation;
#endif
#ifdef _ENABLESINESCALE_ON
uniform float _SineScaleFrequency;
uniform float2 _SineScaleFactor;
#endif
uniform float _FadingFade;
#ifdef _SHADERFADING_MASK
uniform sampler2D _FadingMask;
uniform float4 _FadingMask_ST;
#endif
uniform float _FadingWidth;
uniform sampler2D _UberNoiseTexture;
uniform float _PixelsPerUnit;
#ifdef _SHADERSPACE_UI_GRAPHIC
uniform float _RectWidth;
uniform float _RectHeight;
#endif
uniform float _ScreenWidthUnits;
uniform float2 _FadingNoiseScale;
#ifdef _SHADERFADING_SPREAD
uniform float2 _FadingPosition;
uniform float _FadingNoiseFactor;
#endif
#ifdef _ENABLEWIND_ON
uniform float _WindRotationWindFactor;
uniform float WindMinIntensity;
uniform float _WindMinIntensity;
uniform float WindMaxIntensity;
uniform float _WindMaxIntensity;
uniform float _WindXPosition;
uniform float WindNoiseScale;
uniform float _WindNoiseScale;
uniform float WindTime;
uniform float _WindNoiseSpeed;
uniform float _WindRotation;
uniform float _WindMaxRotation;
uniform float _WindFlip;
uniform float _WindSquishFactor;
uniform float _WindSquishWindFactor;
#endif
#ifdef _ENABLEFULLDISTORTION_ON
uniform float _FullDistortionFade;
uniform float2 _FullDistortionNoiseScale;
uniform float2 _FullDistortionDistortion;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
uniform float2 _DirectionalDistortionDistortionScale;
uniform float _DirectionalDistortionRandomDirection;
uniform float2 _DirectionalDistortionDistortion;
uniform float _DirectionalDistortionInvert;
uniform float _DirectionalDistortionRotation;
uniform float _DirectionalDistortionFade;
uniform float2 _DirectionalDistortionNoiseScale;
uniform float _DirectionalDistortionNoiseFactor;
uniform float _DirectionalDistortionWidth;
#endif
#ifdef _ENABLEHOLOGRAM_ON
uniform float _HologramDistortionSpeed;
uniform float _HologramDistortionDensity;
uniform float _HologramDistortionScale;
uniform float _HologramDistortionOffset;
uniform float _HologramFade;
#endif
#ifdef _ENABLEGLITCH_ON
uniform float2 _GlitchDistortionSpeed;
uniform float2 _GlitchDistortionScale;
uniform float2 _GlitchDistortion;
uniform float2 _GlitchMaskSpeed;
uniform float2 _GlitchMaskScale;
uniform float _GlitchMaskMin;
uniform float _GlitchFade;
#endif
#ifdef _ENABLEUVDISTORT_ON
uniform float2 _UVDistortFrom;
uniform float2 _UVDistortTo;
uniform float2 _UVDistortSpeed;
uniform float2 _UVDistortNoiseScale;
uniform float _UVDistortFade;
uniform sampler2D _UVDistortMask;
uniform float4 _UVDistortMask_ST;
#endif
#ifdef _ENABLESQUEEZE_ON
uniform float2 _SqueezeCenter;
uniform float _SqueezePower;
uniform float2 _SqueezeScale;
uniform float _SqueezeFade;
#endif
#ifdef _ENABLESINEROTATE_ON
uniform float _SineRotateFrequency;
uniform float _SineRotateAngle;
uniform float _SineRotateFade;
uniform float2 _SineRotatePivot;
#endif
#ifdef _ENABLEUVROTATE_ON
uniform float _UVRotateSpeed;
uniform float2 _UVRotatePivot;
#endif
#ifdef _ENABLEUVSCROLL_ON
uniform float2 _UVScrollSpeed;
#endif
#ifdef _ENABLEPIXELATE_ON
uniform float _PixelatePixelDensity;
uniform float _PixelatePixelsPerUnit;
uniform float _PixelateFade;
#endif
#ifdef _ENABLEUVSCALE_ON
uniform float2 _UVScalePivot;
uniform float2 _UVScaleScale;
#endif
#ifdef _ENABLEWIGGLE_ON
uniform float _WiggleFrequency;
uniform float _WiggleSpeed;
uniform float _WiggleOffset;
uniform float _WiggleFade;
#endif
#ifdef _ENABLEGAUSSIANBLUR_ON
uniform float _GaussianBlurOffset;
uniform float _GaussianBlurFade;
#endif
#ifdef _ENABLESHARPEN_ON
uniform float _SharpenOffset;
uniform float _SharpenFactor;
uniform float _SharpenFade;
#endif
#ifdef _ISTEXTMESHPRO_ON
uniform float _TMPThickness;
uniform float _TMPSmoothness;
#endif
uniform int _UIVertexColorAlwaysGammaSpace;
#ifdef _ENABLESMOKE_ON
uniform float _SmokeVertexSeed;
uniform float _SmokeNoiseScale;
uniform float _SmokeNoiseFactor;
uniform float _SmokeSmoothness;
uniform float _SmokeDarkEdge;
uniform float _SmokeAlpha;
#endif
#ifdef _ENABLECUSTOMFADE_ON
uniform sampler2D _CustomFadeFadeMask;
uniform float2 _CustomFadeNoiseScale;
uniform float _CustomFadeNoiseFactor;
uniform float _CustomFadeSmoothness;
uniform float _CustomFadeAlpha;
#endif
#ifdef _ENABLECHECKERBOARD_ON
uniform float _CheckerboardDarken;
uniform float _CheckerboardTiling;
#endif
#ifdef _ENABLEFLAME_ON
uniform float2 _FlameSpeed;
uniform float2 _FlameNoiseScale;
uniform float _FlameNoiseHeightFactor;
uniform float _FlameNoiseFactor;
uniform float _FlameRadius;
uniform float _FlameSmooth;
uniform float _FlameBrightness;
#endif
#ifdef _ENABLERECOLORRGB_ON
uniform float4 _RecolorRGBRedTint;
uniform sampler2D _RecolorRGBTexture;
uniform float4 _RecolorRGBGreenTint;
uniform float4 _RecolorRGBBlueTint;
uniform float _RecolorRGBFade;
#endif
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
uniform sampler2D _RecolorRGBYCPTexture;
#endif
uniform float4 _RecolorRGBYCPPurpleTint;
uniform float4 _RecolorRGBYCPBlueTint;
uniform float4 _RecolorRGBYCPCyanTint;
uniform float4 _RecolorRGBYCPGreenTint;
uniform float4 _RecolorRGBYCPYellowTint;
uniform float4 _RecolorRGBYCPRedTint;
#ifdef _ENABLERECOLORRGBYCP_ON
uniform float _RecolorRGBYCPFade;
#endif
#ifdef _ENABLECOLORREPLACE_ON
uniform float4 _ColorReplaceFromColor;
uniform float _ColorReplaceContrast;
uniform float4 _ColorReplaceToColor;
uniform float _ColorReplaceSmoothness;
uniform float _ColorReplaceRange;
uniform float _ColorReplaceFade;
#endif
#ifdef _ENABLENEGATIVE_ON
uniform float _NegativeFade;
#endif
#ifdef _ENABLECONTRAST_ON
uniform float _Contrast;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
uniform float _Brightness;
#endif
#ifdef _ENABLEHUE_ON
uniform float _Hue;
#endif
#ifdef _ENABLESPLITTONING_ON
uniform float4 _SplitToningShadowsColor;
uniform float4 _SplitToningHighlightsColor;
uniform float _SplitToningShift;
uniform float _SplitToningBalance;
uniform float _SplitToningContrast;
uniform float _SplitToningFade;
#endif
#ifdef _ENABLEBLACKTINT_ON
uniform float4 _BlackTintColor;
uniform float _BlackTintPower;
uniform float _BlackTintFade;
#endif
#ifdef _ENABLEINKSPREAD_ON
uniform float4 _InkSpreadColor;
uniform float _InkSpreadContrast;
uniform float _InkSpreadFade;
uniform float _InkSpreadDistance;
uniform float2 _InkSpreadPosition;
uniform float2 _InkSpreadNoiseScale;
uniform float _InkSpreadNoiseFactor;
uniform float _InkSpreadWidth;
#endif
#ifdef _ENABLESHIFTHUE_ON
uniform float _ShiftHueSpeed;
#endif
#ifdef _ENABLEADDHUE_ON
uniform float _AddHueSpeed;
uniform float _AddHueSaturation;
uniform float _AddHueBrightness;
uniform float _AddHueContrast;
uniform float _AddHueFade;
uniform sampler2D _AddHueMask;
uniform float4 _AddHueMask_ST;
#endif
#ifdef _ENABLESINEGLOW_ON
uniform float _SineGlowContrast;
uniform float4 _SineGlowColor;
uniform sampler2D _SineGlowMask;
uniform float4 _SineGlowMask_ST;
uniform float _SineGlowFade;
uniform float _SineGlowFrequency;
uniform float _SineGlowMax;
uniform float _SineGlowMin;
#endif
#ifdef _ENABLESATURATION_ON
uniform float _Saturation;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
uniform float4 _InnerOutlineColor;
uniform sampler2D _InnerOutlineTintTexture;
uniform float2 _InnerOutlineTextureSpeed;
uniform float _InnerOutlineFade;
uniform float2 _InnerOutlineNoiseSpeed;
uniform float2 _InnerOutlineNoiseScale;
uniform float2 _InnerOutlineDistortionIntensity;
uniform float _InnerOutlineWidth;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
uniform float4 _OuterOutlineColor;
uniform sampler2D _OuterOutlineTintTexture;
uniform float2 _OuterOutlineTextureSpeed;
uniform float _OuterOutlineFade;
uniform float2 _OuterOutlineNoiseSpeed;
uniform float2 _OuterOutlineNoiseScale;
uniform float2 _OuterOutlineDistortionIntensity;
uniform float _OuterOutlineWidth;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
uniform float4 _PixelOutlineColor;
uniform sampler2D _PixelOutlineTintTexture;
uniform float2 _PixelOutlineTextureSpeed;
uniform float _PixelOutlineFade;
uniform float _PixelOutlineAlphaLimit;
uniform float _PixelOutlineWidth;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
uniform float4 _PingPongGlowFrom;
uniform float4 _PingPongGlowTo;
uniform float _PingPongGlowFrequency;
uniform float _PingPongGlowFade;
uniform float _PingPongGlowContrast;
#endif
#ifdef _ENABLEHOLOGRAM_ON
uniform float4 _HologramTint;
uniform float _HologramContrast;
uniform float _HologramLineSpeed;
uniform float _HologramLineFrequency;
uniform float _HologramLineGap;
uniform float _HologramMinAlpha;
#endif
#ifdef _ENABLEGLITCH_ON
uniform float _GlitchBrightness;
uniform float2 _GlitchNoiseSpeed;
uniform float2 _GlitchNoiseScale;
uniform float _GlitchHueSpeed;
#endif
#ifdef _ENABLECAMOUFLAGE_ON
uniform float4 _CamouflageBaseColor;
uniform float4 _CamouflageColorA;
uniform float _CamouflageDensityA;
uniform float2 _CamouflageDistortionSpeed;
uniform float2 _CamouflageDistortionScale;
uniform float2 _CamouflageDistortionIntensity;
uniform float2 _CamouflageNoiseScaleA;
uniform float _CamouflageSmoothnessA;
uniform float4 _CamouflageColorB;
uniform float _CamouflageDensityB;
uniform float2 _CamouflageNoiseScaleB;
uniform float _CamouflageSmoothnessB;
uniform float _CamouflageContrast;
uniform float _CamouflageFade;
#endif
#ifdef _ENABLEMETAL_ON
uniform float _MetalHighlightDensity;
uniform float2 _MetalNoiseDistortionSpeed;
uniform float2 _MetalNoiseDistortionScale;
uniform float2 _MetalNoiseDistortion;
uniform float2 _MetalNoiseSpeed;
uniform float2 _MetalNoiseScale;
uniform float4 _MetalHighlightColor;
uniform float _MetalHighlightContrast;
uniform float _MetalContrast;
uniform float4 _MetalColor;
uniform float _MetalFade;
uniform sampler2D _MetalMask;
uniform float4 _MetalMask_ST;
#endif
#ifdef _ENABLEFROZEN_ON
uniform float _FrozenContrast;
uniform float4 _FrozenTint;
uniform float _FrozenSnowContrast;
uniform float4 _FrozenSnowColor;
uniform float _FrozenSnowDensity;
uniform float2 _FrozenSnowScale;
uniform float _FrozenHighlightDensity;
uniform float2 _FrozenHighlightDistortionSpeed;
uniform float2 _FrozenHighlightDistortionScale;
uniform float2 _FrozenHighlightDistortion;
uniform float2 _FrozenHighlightSpeed;
uniform float2 _FrozenHighlightScale;
uniform float4 _FrozenHighlightColor;
uniform float _FrozenHighlightContrast;
uniform float _FrozenFade;
#endif
#ifdef _ENABLEBURN_ON
uniform float _BurnInsideContrast;
uniform float4 _BurnInsideNoiseColor;
uniform float _BurnInsideNoiseFactor;
uniform float2 _BurnSwirlNoiseScale;
uniform float _BurnSwirlFactor;
uniform float2 _BurnInsideNoiseScale;
uniform float4 _BurnInsideColor;
uniform float _BurnRadius;
uniform float2 _BurnPosition;
uniform float2 _BurnEdgeNoiseScale;
uniform float _BurnEdgeNoiseFactor;
uniform float _BurnWidth;
uniform float4 _BurnEdgeColor;
uniform float _BurnFade;
#endif
#ifdef _ENABLERAINBOW_ON
uniform float2 _RainbowCenter;
uniform float2 _RainbowNoiseScale;
uniform float _RainbowNoiseFactor;
uniform float _RainbowDensity;
uniform float _RainbowSpeed;
uniform float _RainbowSaturation;
uniform float _RainbowBrightness;
uniform float _RainbowContrast;
uniform float _RainbowFade;
#endif
#ifdef _ENABLESHINE_ON
uniform float _ShineSaturation;
uniform float _ShineContrast;
uniform float4 _ShineColor;
uniform float _ShineRotation;
uniform float _ShineFrequency;
uniform float _ShineSpeed;
uniform float _ShineWidth;
uniform float _ShineSmooth;
uniform float _ShineFade;
uniform sampler2D _ShineMask;
uniform float4 _ShineMask_ST;
#endif
#ifdef _ENABLEPOISON_ON
uniform float2 _PoisonNoiseSpeed;
uniform float2 _PoisonNoiseScale;
uniform float _PoisonShiftSpeed;
uniform float _PoisonDensity;
uniform float4 _PoisonColor;
uniform float _PoisonFade;
uniform float _PoisonNoiseBrightness;
uniform float _PoisonRecolorFactor;
#endif
#ifdef _ENABLEENCHANTED_ON
uniform float4 _EnchantedLowColor;
uniform float4 _EnchantedHighColor;
uniform float2 _EnchantedSpeed;
uniform float2 _EnchantedScale;
uniform float _EnchantedRainbowDensity;
uniform float _EnchantedRainbowSpeed;
uniform float _EnchantedRainbowSaturation;
uniform float _EnchantedContrast;
uniform float _EnchantedBrightness;
uniform float _EnchantedReduce;
uniform float _EnchantedFade;
#endif
#ifdef _ENABLESHIFTING_ON
uniform float4 _ShiftingColorA;
uniform float4 _ShiftingColorB;
uniform float _ShiftingSpeed;
uniform float _ShiftingDensity;
uniform float _ShiftingBrightness;
uniform float _ShiftingSaturation;
uniform float _ShiftingContrast;
uniform float _ShiftingFade;
#endif
#ifdef _ENABLETEXTURELAYER1_ON
uniform sampler2D _TextureLayer1Texture;
uniform float2 _TextureLayer1Scale;
uniform float2 _TextureLayer1Offset;
uniform float2 _TextureLayer1ScrollSpeed;
uniform float _TextureLayer1EdgeClip;
#endif
uniform int _TextureLayer1Columns;
uniform int _TextureLayer1Rows;
#ifdef _ENABLETEXTURELAYER1_ON
uniform float _TextureLayer1Speed;
#endif
uniform int _TextureLayer1StartFrame;
#ifdef _ENABLETEXTURELAYER1_ON
uniform float4 _TextureLayer1Color;
uniform float _TextureLayer1Contrast;
uniform float _TextureLayer1Fade;
#endif
#ifdef _ENABLETEXTURELAYER2_ON
uniform sampler2D _TextureLayer2Texture;
uniform float2 _TextureLayer2Scale;
uniform float2 _TextureLayer2Offset;
uniform float2 _TextureLayer2ScrollSpeed;
uniform float _TextureLayer2EdgeClip;
#endif
uniform int _TextureLayer2Columns;
uniform int _TextureLayer2Rows;
#ifdef _ENABLETEXTURELAYER2_ON
uniform float _TextureLayer2Speed;
#endif
uniform int _TextureLayer2StartFrame;
#ifdef _ENABLETEXTURELAYER2_ON
uniform float4 _TextureLayer2Color;
uniform float _TextureLayer2Contrast;
uniform float _TextureLayer2Fade;
#endif
#ifdef _ENABLEFULLALPHADISSOLVE_ON
uniform float _FullAlphaDissolveFade;
uniform float _FullAlphaDissolveWidth;
uniform float2 _FullAlphaDissolveNoiseScale;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
uniform float4 _FullGlowDissolveEdgeColor;
uniform float2 _FullGlowDissolveNoiseScale;
uniform float _FullGlowDissolveFade;
uniform float _FullGlowDissolveWidth;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
uniform float _SourceAlphaDissolveInvert;
uniform float _SourceAlphaDissolveFade;
uniform float2 _SourceAlphaDissolvePosition;
uniform float2 _SourceAlphaDissolveNoiseScale;
uniform float _SourceAlphaDissolveNoiseFactor;
uniform float _SourceAlphaDissolveWidth;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
uniform float2 _SourceGlowDissolvePosition;
uniform float2 _SourceGlowDissolveNoiseScale;
uniform float _SourceGlowDissolveNoiseFactor;
uniform float _SourceGlowDissolveFade;
uniform float _SourceGlowDissolveWidth;
uniform float4 _SourceGlowDissolveEdgeColor;
uniform float _SourceGlowDissolveInvert;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
uniform float _DirectionalAlphaFadeInvert;
uniform float _DirectionalAlphaFadeRotation;
uniform float _DirectionalAlphaFadeFade;
uniform float2 _DirectionalAlphaFadeNoiseScale;
uniform float _DirectionalAlphaFadeNoiseFactor;
uniform float _DirectionalAlphaFadeWidth;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
uniform float4 _DirectionalGlowFadeEdgeColor;
uniform float _DirectionalGlowFadeInvert;
uniform float _DirectionalGlowFadeRotation;
uniform float _DirectionalGlowFadeFade;
uniform float2 _DirectionalGlowFadeNoiseScale;
uniform float _DirectionalGlowFadeNoiseFactor;
uniform float _DirectionalGlowFadeWidth;
#endif
#ifdef _ENABLEHALFTONE_ON
uniform float _HalftoneInvert;
uniform float _HalftoneTiling;
uniform float _HalftoneFade;
uniform float2 _HalftonePosition;
uniform float _HalftoneFadeWidth;
#endif
#ifdef _ENABLEADDCOLOR_ON
uniform float4 _AddColorColor;
uniform sampler2D _AddColorMask;
uniform float4 _AddColorMask_ST;
uniform float _AddColorContrast;
uniform float _AddColorFade;
#endif
#ifdef _ENABLEALPHATINT_ON
uniform float4 _AlphaTintColor;
uniform float _AlphaTintMinAlpha;
uniform float _AlphaTintFade;
#endif
#ifdef _ENABLESTRONGTINT_ON
uniform float4 _StrongTintTint;
uniform sampler2D _StrongTintMask;
uniform float4 _StrongTintMask_ST;
uniform float _StrongTintContrast;
uniform float _StrongTintFade;
#endif
#ifdef _ENABLESHADOW_ON
uniform float4 _ShadowColor;
uniform float _ShadowFade;
uniform float2 _ShadowOffset;
#endif
float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
{
original -= center;
float C = cos( angle );
float S = sin( angle );
float t = 1 - C;
float m00 = t * u.x * u.x + C;
float m01 = t * u.x * u.y - S * u.z;
float m02 = t * u.x * u.z + S * u.y;
float m10 = t * u.x * u.y + S * u.z;
float m11 = t * u.y * u.y + C;
float m12 = t * u.y * u.z - S * u.x;
float m20 = t * u.x * u.z - S * u.y;
float m21 = t * u.y * u.z + S * u.x;
float m22 = t * u.z * u.z + C;
float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
return mul( finalMatrix, original ) + center;
}
float MyCustomExpression16_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 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 FastNoise101_g11664( float x )
{
float i = floor(x);
float f = frac(x);
float s = sign(frac(x/2.0)-0.5);
float k = 0.5+0.5*sin(i);
return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float MyCustomExpression16_g11666( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11667( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11670( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11669( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11675( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g11676( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_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_g11672( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_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)));
}
float4 MyCustomExpression2_g13092( float4 InColor, int GammaSpace )
{
if (GammaSpace)
{
if(!IsGammaSpace())
{
InColor.rgb = UIGammaToLinear(InColor.rgb);
}
}
return InColor;
}
float MyCustomExpression16_g13097( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13099( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13103( float linValue )
{
#ifdef 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_g13108( 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_g13131( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13115( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13142( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13150( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13188( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13185( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13187( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13177( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13179( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13170( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13172( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13173( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13165( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13163( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13164( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13159( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13191( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13196( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13194( float linValue )
{
#ifdef 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_g13206( 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_g13202( 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_g13213( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13221( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13223( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13219( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13215( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
float MyCustomExpression16_g13217( float linValue )
{
#ifdef UNITY_COLORSPACE_GAMMA
return linValue;
#else
linValue = max(linValue, 0.h);
return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h);
#endif
}
v2f vert(appdata_t v )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
float2 _ZeroVector = float2(0,0);
float2 texCoord363 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 ase_positionCS = UnityObjectToClipPos( v.vertex );
float4 screenPos = ComputeScreenPos( ase_positionCS );
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = mul( unity_ObjectToWorld, float4( ( v.vertex ).xyz, 1 ) ).xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11660 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11660 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
#ifdef _ENABLESQUISH_ON
float2 break77_g13238 = fixedUV475;
float2 appendResult72_g13238 = (float2(( _SquishStretch * ( break77_g13238.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g13238.y + _SquishFlip ) * -_SquishSquish )));
float2 staticSwitch198 = ( appendResult72_g13238 + _ZeroVector );
#else
float2 staticSwitch198 = _ZeroVector;
#endif
float2 temp_output_2_0_g13241 = staticSwitch198;
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11661 = _TimeValue;
#else
float staticSwitch44_g11661 = _Time.y;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11661 = UnscaledTime;
#else
float staticSwitch34_g11661 = staticSwitch44_g11661;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed );
#else
float staticSwitch37_g11661 = staticSwitch34_g11661;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11661 = staticSwitch37_g11661;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11661 = staticSwitch38_g11661;
#endif
float shaderTime237 = staticSwitch42_g11661;
float temp_output_8_0_g13241 = shaderTime237;
#ifdef _ENABLESINEMOVE_ON
float2 staticSwitch4_g13241 = ( ( sin( ( temp_output_8_0_g13241 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g13241 );
#else
float2 staticSwitch4_g13241 = temp_output_2_0_g13241;
#endif
#ifdef _ENABLEVIBRATE_ON
float temp_output_30_0_g13242 = temp_output_8_0_g13241;
float3 rotatedValue21_g13242 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g13242 * _VibrateRotation ) );
float2 staticSwitch6_g13241 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g13242 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g13242).xy ) + staticSwitch4_g13241 );
#else
float2 staticSwitch6_g13241 = staticSwitch4_g13241;
#endif
#ifdef _ENABLESINESCALE_ON
float2 staticSwitch10_g13241 = ( staticSwitch6_g13241 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g13241 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) );
#else
float2 staticSwitch10_g13241 = staticSwitch6_g13241;
#endif
float2 temp_output_424_0 = staticSwitch10_g13241;
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = v.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_g11725 = max( _FadingWidth , 0.001 );
float2 texCoord435 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11662 = staticSwitch437;
float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
float2 texCoord23_g11662 = v.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11662 = temp_output_61_0_g11662;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11662 = (v.vertex.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11662 = ( (v.vertex.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11662 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11662;
float linValue16_g11726 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
float clampResult14_g11725 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11725 ) ) - localMyCustomExpression16_g11726 ) / temp_output_4_0_g11725 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11723 = shaderPosition235;
float linValue16_g11724 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11723 * _FadingNoiseScale ), 0, 0.0) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11723 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11723 ) + ( localMyCustomExpression16_g11724 * _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_g11725;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11723;
#else
float staticSwitch139 = _FadingFade;
#endif
float fullFade123 = staticSwitch139;
float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123);
#if defined( _SHADERFADING_NONE )
float2 staticSwitch142 = temp_output_424_0;
#elif defined( _SHADERFADING_FULL )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_MASK )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_DISSOLVE )
float2 staticSwitch142 = lerpResult121;
#elif defined( _SHADERFADING_SPREAD )
float2 staticSwitch142 = lerpResult121;
#else
float2 staticSwitch142 = temp_output_424_0;
#endif
OUT.ase_texcoord3 = screenPos;
OUT.ase_texcoord4.xyz = ase_positionWS;
OUT.ase_texcoord5 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
OUT.ase_texcoord4.w = 0;
v.vertex.xyz += float3( staticSwitch142 , 0.0 );
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = v.texcoord;
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN ) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
float4 screenPos = IN.ase_texcoord3;
float4 ase_positionSSNorm = screenPos / screenPos.w;
#ifdef _ENABLESCREENTILING_ON
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) );
#else
float2 staticSwitch2_g11656 = texCoord363;
#endif
float3 ase_positionWS = IN.ase_texcoord4.xyz;
#ifdef _ENABLEWORLDTILING_ON
float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y));
float2 staticSwitch2_g11657 = ( ( ( (ase_positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) );
#else
float2 staticSwitch2_g11657 = staticSwitch2_g11656;
#endif
float2 originalUV460 = staticSwitch2_g11657;
#ifdef _PIXELPERFECTUV_ON
float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 );
#else
float2 staticSwitch449 = originalUV460;
#endif
float2 uvAfterPixelArt450 = staticSwitch449;
#ifdef _SPRITESHEETFIX_ON
float2 break14_g11660 = uvAfterPixelArt450;
float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y));
float2 spriteRectMin376 = appendResult374;
float2 break11_g11660 = spriteRectMin376;
float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w));
float2 spriteRectMax377 = appendResult375;
float2 break10_g11660 = spriteRectMax377;
float2 break9_g11660 = float2( 0,0 );
float2 break8_g11660 = float2( 1,1 );
float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y))));
float2 staticSwitch366 = appendResult15_g11660;
#else
float2 staticSwitch366 = uvAfterPixelArt450;
#endif
float2 fixedUV475 = staticSwitch366;
float2 temp_output_3_0_g11663 = fixedUV475;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch117_g11664 = _WindMinIntensity;
#else
float staticSwitch117_g11664 = WindMinIntensity;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch118_g11664 = _WindMaxIntensity;
#else
float staticSwitch118_g11664 = WindMaxIntensity;
#endif
#endif
float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 ));
#ifdef _ENABLEWIND_ON
#ifdef _WINDISPARALLAX_ON
float staticSwitch111_g11664 = _WindXPosition;
#else
float staticSwitch111_g11664 = transform62_g11664.x;
#endif
#endif
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch113_g11664 = _WindNoiseScale;
#else
float staticSwitch113_g11664 = WindNoiseScale;
#endif
#endif
#ifdef _TOGGLECUSTOMTIME_ON
float staticSwitch44_g11661 = _TimeValue;
#else
float staticSwitch44_g11661 = _Time.y;
#endif
#ifdef _TOGGLEUNSCALEDTIME_ON
float staticSwitch34_g11661 = UnscaledTime;
#else
float staticSwitch34_g11661 = staticSwitch44_g11661;
#endif
#ifdef _TOGGLETIMESPEED_ON
float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed );
#else
float staticSwitch37_g11661 = staticSwitch34_g11661;
#endif
#ifdef _TOGGLETIMEFPS_ON
float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS );
#else
float staticSwitch38_g11661 = staticSwitch37_g11661;
#endif
#ifdef _TOGGLETIMEFREQUENCY_ON
float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 );
#else
float staticSwitch42_g11661 = staticSwitch38_g11661;
#endif
float shaderTime237 = staticSwitch42_g11661;
#ifdef _ENABLEWIND_ON
#ifdef _WINDLOCALWIND_ON
float staticSwitch125_g11664 = ( shaderTime237 * _WindNoiseSpeed );
#else
float staticSwitch125_g11664 = WindTime;
#endif
float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 );
float x101_g11664 = temp_output_50_0_g11664;
float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 );
float2 temp_cast_0 = (temp_output_50_0_g11664).xx;
float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 );
simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5;
#ifdef _WINDHIGHQUALITYNOISE_ON
float staticSwitch123_g11664 = simplePerlin2D121_g11664;
#else
float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 );
#endif
float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664);
float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation );
float2 temp_output_1_0_g11664 = temp_output_3_0_g11663;
float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip );
float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0));
float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 )));
float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) );
float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy;
#else
float2 staticSwitch4_g11663 = temp_output_3_0_g11663;
#endif
float2 texCoord435 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _PIXELPERFECTSPACE_ON
float2 temp_output_432_0 = (_MainTex_TexelSize).zw;
float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 );
#else
float2 staticSwitch437 = texCoord435;
#endif
float2 temp_output_61_0_g11662 = staticSwitch437;
float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) );
float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERSPACE_UI_GRAPHIC
float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight));
#endif
#if defined( _SHADERSPACE_UV )
float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#elif defined( _SHADERSPACE_UV_RAW )
float2 staticSwitch1_g11662 = temp_output_61_0_g11662;
#elif defined( _SHADERSPACE_OBJECT )
float2 staticSwitch1_g11662 = (IN.ase_texcoord5.xyz).xy;
#elif defined( _SHADERSPACE_OBJECT_SCALED )
float2 staticSwitch1_g11662 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy );
#elif defined( _SHADERSPACE_WORLD )
float2 staticSwitch1_g11662 = (ase_positionWS).xy;
#elif defined( _SHADERSPACE_UI_GRAPHIC )
float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) );
#elif defined( _SHADERSPACE_SCREEN )
float2 staticSwitch1_g11662 = ( ( (ase_positionSSNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) );
#else
float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) );
#endif
float2 shaderPosition235 = staticSwitch1_g11662;
#ifdef _ENABLEFULLDISTORTION_ON
float2 temp_output_195_0_g11665 = shaderPosition235;
float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 );
float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 );
float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 )));
float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) );
#else
float2 staticSwitch83 = staticSwitch4_g11663;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float2 temp_output_182_0_g11668 = shaderPosition235;
float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r;
float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 );
float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) );
float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
float3 break130_g11668 = rotatedValue136_g11668;
float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r;
float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 );
float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 );
float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) );
#else
float2 staticSwitch82 = staticSwitch83;
#endif
#ifdef _ENABLEHOLOGRAM_ON
float temp_output_81_0_g11673 = 0.5;
float temp_output_8_0_g11673 = ( ( ( shaderTime237 * ( _HologramDistortionSpeed * temp_output_81_0_g11673 * 0.2 ) ) + ase_positionSSNorm.y ) / temp_output_81_0_g11673 );
float2 temp_cast_4 = (temp_output_8_0_g11673).xx;
float2 temp_cast_5 = (_HologramDistortionDensity).xx;
float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r;
float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 );
float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 );
float2 temp_cast_6 = (temp_output_8_0_g11673).xx;
float2 temp_cast_7 = (_HologramDistortionScale).xx;
float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r;
float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 );
float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float hologramFade182 = _HologramFade;
float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0));
float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 );
#else
float2 staticSwitch59 = staticSwitch82;
#endif
#ifdef _ENABLEGLITCH_ON
float2 temp_output_18_0_g11671 = shaderPosition235;
float2 glitchPosition154 = temp_output_18_0_g11671;
float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r;
float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 );
float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r;
float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 );
float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade );
float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11729 - 0.5 ) * _GlitchDistortion * glitchFade152 ) );
#else
float2 staticSwitch62 = staticSwitch59;
#endif
float2 temp_output_1_0_g11730 = staticSwitch62;
float2 temp_output_26_0_g11730 = shaderPosition235;
float temp_output_25_0_g11730 = shaderTime237;
#ifdef _ENABLEUVDISTORT_ON
float linValue16_g11740 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11730 + ( _UVDistortSpeed * temp_output_25_0_g11730 ) ) * _UVDistortNoiseScale ) ).r;
float localMyCustomExpression16_g11740 = MyCustomExpression16_g11740( linValue16_g11740 );
float2 lerpResult21_g11737 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11740);
float2 appendResult2_g11739 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 uv_UVDistortMask = IN.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 ) * UNITY_PI ) * _SineRotateFade ) );
float2 staticSwitch9_g11730 = (rotatedValue36_g11735).xy;
#else
float2 staticSwitch9_g11730 = staticSwitch7_g11730;
#endif
#ifdef _ENABLEUVROTATE_ON
float3 rotatedValue8_g11734 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11730 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11730 * _UVRotateSpeed * UNITY_PI ) );
float2 staticSwitch16_g11730 = (rotatedValue8_g11734).xy;
#else
float2 staticSwitch16_g11730 = staticSwitch9_g11730;
#endif
#ifdef _ENABLEUVSCROLL_ON
float2 staticSwitch14_g11730 = ( ( _UVScrollSpeed * temp_output_25_0_g11730 ) + staticSwitch16_g11730 );
#else
float2 staticSwitch14_g11730 = staticSwitch16_g11730;
#endif
#ifdef _ENABLEPIXELATE_ON
float2 appendResult35_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 MultFactor30_g11732 = ( ( _PixelatePixelDensity * ( appendResult35_g11732 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) );
float2 clampResult46_g11732 = clamp( ( floor( ( MultFactor30_g11732 * ( staticSwitch14_g11730 + ( float2( 0.5,0.5 ) / MultFactor30_g11732 ) ) ) ) / MultFactor30_g11732 ) , float2( 0,0 ) , float2( 1,1 ) );
float2 staticSwitch4_g11730 = clampResult46_g11732;
#else
float2 staticSwitch4_g11730 = staticSwitch14_g11730;
#endif
#ifdef _ENABLEUVSCALE_ON
float2 staticSwitch24_g11730 = ( ( ( staticSwitch4_g11730 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot );
#else
float2 staticSwitch24_g11730 = staticSwitch4_g11730;
#endif
float2 temp_output_1_0_g11741 = staticSwitch24_g11730;
#ifdef _ENABLEWIGGLE_ON
float temp_output_7_0_g11741 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11730.y + ( _WiggleSpeed * temp_output_25_0_g11730 ) ) ) ) * _WiggleOffset * _WiggleFade );
#ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON
float staticSwitch18_g11741 = ( temp_output_7_0_g11741 * temp_output_1_0_g11741.y );
#else
float staticSwitch18_g11741 = temp_output_7_0_g11741;
#endif
float2 appendResult12_g11741 = (float2(staticSwitch18_g11741 , 0.0));
float2 staticSwitch13_g11741 = ( temp_output_1_0_g11741 + appendResult12_g11741 );
#else
float2 staticSwitch13_g11741 = temp_output_1_0_g11741;
#endif
float2 temp_output_484_0 = staticSwitch13_g11741;
float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
#ifdef _SHADERFADING_MASK
float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw;
#endif
#ifdef _SHADERFADING_MASK
float4 tex2DNode3_g11727 = tex2D( _FadingMask, uv_FadingMask );
#endif
float temp_output_4_0_g11725 = max( _FadingWidth , 0.001 );
float linValue16_g11726 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11726 = MyCustomExpression16_g11726( linValue16_g11726 );
float clampResult14_g11725 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11725 ) ) - localMyCustomExpression16_g11726 ) / temp_output_4_0_g11725 ) , 0.0 , 1.0 );
float2 temp_output_27_0_g11723 = shaderPosition235;
float linValue16_g11724 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11723 * _FadingNoiseScale ) ).r;
float localMyCustomExpression16_g11724 = MyCustomExpression16_g11724( linValue16_g11724 );
#ifdef _SHADERFADING_SPREAD
float clampResult3_g11723 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11723 ) + ( localMyCustomExpression16_g11724 * _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_g11725;
#elif defined( _SHADERFADING_SPREAD )
float staticSwitch139 = clampResult3_g11723;
#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_1_0_g13093 = staticSwitch12_g11744;
#ifdef _ISTEXT_ON
float4 appendResult6_g13093 = (float4(1.0 , 1.0 , 1.0 , temp_output_1_0_g13093.a));
float4 staticSwitch2_g13093 = appendResult6_g13093;
#else
float4 staticSwitch2_g13093 = temp_output_1_0_g13093;
#endif
#ifdef _ISTEXTMESHPRO_ON
float4 break8_g13093 = staticSwitch2_g13093;
float clampResult14_g13093 = clamp( ( ( break8_g13093.a + _TMPThickness ) * ( _TMPSmoothness / ( 1.0 + _TMPThickness ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g13093 = (float4(break8_g13093.r , break8_g13093.g , break8_g13093.b , clampResult14_g13093));
float4 staticSwitch3_g13093 = appendResult13_g13093;
#else
float4 staticSwitch3_g13093 = staticSwitch2_g13093;
#endif
float4 temp_output_494_0 = staticSwitch3_g13093;
float4 temp_output_1_0_g13094 = temp_output_494_0;
float4 InColor2_g13092 = IN.color;
int GammaSpace2_g13092 = _UIVertexColorAlwaysGammaSpace;
float4 localMyCustomExpression2_g13092 = MyCustomExpression2_g13092( InColor2_g13092 , GammaSpace2_g13092 );
float4 UIVertexColor501 = localMyCustomExpression2_g13092;
#ifdef _VERTEXTINTFIRST_ON
float4 appendResult8_g13094 = (float4(( (temp_output_1_0_g13094).rgb * (UIVertexColor501).rgb ) , temp_output_1_0_g13094.a));
float4 staticSwitch354 = appendResult8_g13094;
#else
float4 staticSwitch354 = temp_output_494_0;
#endif
float4 originalColor191 = staticSwitch354;
float4 temp_output_1_0_g13095 = originalColor191;
float4 temp_output_1_0_g13096 = temp_output_1_0_g13095;
float2 temp_output_7_0_g13095 = finalUV146;
#ifdef _ENABLESMOKE_ON
float2 temp_output_43_0_g13096 = temp_output_7_0_g13095;
float2 temp_cast_19 = (_SmokeNoiseScale).xx;
float linValue16_g13097 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g13096 ) * temp_cast_19 ) ).r;
float localMyCustomExpression16_g13097 = MyCustomExpression16_g13097( linValue16_g13097 );
float clampResult28_g13096 = clamp( ( ( ( localMyCustomExpression16_g13097 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g13096 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 );
float3 lerpResult34_g13096 = lerp( (temp_output_1_0_g13096).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g13096 ) * _SmokeDarkEdge ));
float4 appendResult31_g13096 = (float4(lerpResult34_g13096 , ( clampResult28_g13096 * _SmokeAlpha * temp_output_1_0_g13096.a )));
float4 staticSwitch2_g13095 = appendResult31_g13096;
#else
float4 staticSwitch2_g13095 = temp_output_1_0_g13095;
#endif
#ifdef _ENABLECUSTOMFADE_ON
float4 temp_output_1_0_g13098 = staticSwitch2_g13095;
float2 temp_output_57_0_g13098 = temp_output_7_0_g13095;
float4 tex2DNode3_g13098 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g13098 );
float linValue16_g13099 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g13098 * _CustomFadeNoiseScale ) ).r;
float localMyCustomExpression16_g13099 = MyCustomExpression16_g13099( linValue16_g13099 );
float clampResult37_g13098 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g13098.r + ( localMyCustomExpression16_g13099 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 );
float4 appendResult13_g13098 = (float4((temp_output_1_0_g13098).rgb , ( temp_output_1_0_g13098.a * pow( clampResult37_g13098 , ( _CustomFadeSmoothness / max( tex2DNode3_g13098.r , 0.05 ) ) ) * _CustomFadeAlpha )));
float4 staticSwitch3_g13095 = appendResult13_g13098;
#else
float4 staticSwitch3_g13095 = staticSwitch2_g13095;
#endif
float4 temp_output_1_0_g13100 = staticSwitch3_g13095;
#ifdef _ENABLECHECKERBOARD_ON
float4 temp_output_1_0_g13101 = temp_output_1_0_g13100;
float2 appendResult4_g13101 = (float2(ase_positionWS.x , ase_positionWS.y));
float2 temp_output_44_0_g13101 = ( appendResult4_g13101 * _CheckerboardTiling * 0.5 );
float2 break12_g13101 = step( ( ceil( temp_output_44_0_g13101 ) - temp_output_44_0_g13101 ) , float2( 0.5,0.5 ) );
float4 appendResult42_g13101 = (float4(( (temp_output_1_0_g13101).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g13101.x + break12_g13101.y ) ) ) , 1.0 ) ) , temp_output_1_0_g13101.a));
float4 staticSwitch2_g13100 = appendResult42_g13101;
#else
float4 staticSwitch2_g13100 = temp_output_1_0_g13100;
#endif
#ifdef _ENABLEFLAME_ON
float2 temp_output_75_0_g13102 = finalUV146;
float linValue16_g13103 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g13102 ) * _FlameNoiseScale ) ).r;
float localMyCustomExpression16_g13103 = MyCustomExpression16_g13103( linValue16_g13103 );
float saferPower57_g13102 = abs( max( ( temp_output_75_0_g13102.y - 0.2 ) , 0.0 ) );
float temp_output_47_0_g13102 = max( _FlameRadius , 0.01 );
float clampResult70_g13102 = clamp( ( ( ( localMyCustomExpression16_g13103 * pow( saferPower57_g13102 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g13102 - distance( temp_output_75_0_g13102 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g13102 ) ) * _FlameSmooth ) , 0.0 , 1.0 );
float temp_output_63_0_g13102 = ( clampResult70_g13102 * _FlameBrightness );
float4 appendResult31_g13102 = (float4(temp_output_63_0_g13102 , temp_output_63_0_g13102 , temp_output_63_0_g13102 , clampResult70_g13102));
float4 staticSwitch6_g13100 = ( appendResult31_g13102 * staticSwitch2_g13100 );
#else
float4 staticSwitch6_g13100 = staticSwitch2_g13100;
#endif
float4 temp_output_3_0_g13104 = staticSwitch6_g13100;
float4 temp_output_1_0_g13136 = temp_output_3_0_g13104;
float4 appendResult91_g13136 = (float4((temp_output_1_0_g13136).rgb , 1.0));
float2 temp_output_1_0_g13104 = finalUV146;
#ifdef _ENABLERECOLORRGB_ON
#ifdef _RECOLORRGBTEXTURETOGGLE_ON
float4 staticSwitch81_g13136 = tex2D( _RecolorRGBTexture, temp_output_1_0_g13104 );
#else
float4 staticSwitch81_g13136 = appendResult91_g13136;
#endif
float3 break82_g13136 = (staticSwitch81_g13136).xyz;
float temp_output_84_0_g13136 = max( ( break82_g13136.x + break82_g13136.y + break82_g13136.z ) , 0.001 );
float4 break71_g13136 = ( ( _RecolorRGBRedTint * ( break82_g13136.x / temp_output_84_0_g13136 ) ) + ( _RecolorRGBGreenTint * ( break82_g13136.y / temp_output_84_0_g13136 ) ) + ( ( break82_g13136.z / temp_output_84_0_g13136 ) * _RecolorRGBBlueTint ) );
float3 appendResult56_g13136 = (float3(break71_g13136.r , break71_g13136.g , break71_g13136.b));
float4 break2_g13137 = temp_output_1_0_g13136;
float saferPower57_g13136 = abs( ( ( break2_g13137.x + break2_g13137.x + break2_g13137.y + break2_g13137.y + break2_g13137.y + break2_g13137.z ) / 6.0 ) );
float3 lerpResult26_g13136 = lerp( (temp_output_1_0_g13136).rgb , ( appendResult56_g13136 * pow( saferPower57_g13136 , ( max( break71_g13136.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g13136.w * _RecolorRGBFade ));
float4 appendResult30_g13136 = (float4(lerpResult26_g13136 , temp_output_1_0_g13136.a));
float4 staticSwitch43_g13104 = appendResult30_g13136;
#else
float4 staticSwitch43_g13104 = temp_output_3_0_g13104;
#endif
float4 temp_output_1_0_g13134 = staticSwitch43_g13104;
#ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON
float4 staticSwitch62_g13134 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g13104 );
#else
float4 staticSwitch62_g13134 = temp_output_1_0_g13134;
#endif
float3 hsvTorgb33_g13134 = RGBToHSV( staticSwitch62_g13134.rgb );
float temp_output_43_0_g13134 = ( ( hsvTorgb33_g13134.x + 0.08333334 ) % 1.0 );
float4 ifLocalVar46_g13134 = 0;
if( temp_output_43_0_g13134 >= 0.8333333 )
ifLocalVar46_g13134 = _RecolorRGBYCPPurpleTint;
else
ifLocalVar46_g13134 = _RecolorRGBYCPBlueTint;
float4 ifLocalVar44_g13134 = 0;
if( temp_output_43_0_g13134 <= 0.6666667 )
ifLocalVar44_g13134 = _RecolorRGBYCPCyanTint;
else
ifLocalVar44_g13134 = ifLocalVar46_g13134;
float4 ifLocalVar47_g13134 = 0;
if( temp_output_43_0_g13134 <= 0.3333333 )
ifLocalVar47_g13134 = _RecolorRGBYCPYellowTint;
else
ifLocalVar47_g13134 = _RecolorRGBYCPGreenTint;
float4 ifLocalVar45_g13134 = 0;
if( temp_output_43_0_g13134 <= 0.1666667 )
ifLocalVar45_g13134 = _RecolorRGBYCPRedTint;
else
ifLocalVar45_g13134 = ifLocalVar47_g13134;
float4 ifLocalVar35_g13134 = 0;
if( temp_output_43_0_g13134 >= 0.5 )
ifLocalVar35_g13134 = ifLocalVar44_g13134;
else
ifLocalVar35_g13134 = ifLocalVar45_g13134;
#ifdef _ENABLERECOLORRGBYCP_ON
float4 break55_g13134 = ifLocalVar35_g13134;
float3 appendResult56_g13134 = (float3(break55_g13134.r , break55_g13134.g , break55_g13134.b));
float4 break2_g13135 = temp_output_1_0_g13134;
float saferPower57_g13134 = abs( ( ( break2_g13135.x + break2_g13135.x + break2_g13135.y + break2_g13135.y + break2_g13135.y + break2_g13135.z ) / 6.0 ) );
float3 lerpResult26_g13134 = lerp( (temp_output_1_0_g13134).rgb , ( appendResult56_g13134 * pow( saferPower57_g13134 , max( ( break55_g13134.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g13134.z * _RecolorRGBYCPFade ));
float4 appendResult30_g13134 = (float4(lerpResult26_g13134 , temp_output_1_0_g13134.a));
float4 staticSwitch9_g13104 = appendResult30_g13134;
#else
float4 staticSwitch9_g13104 = staticSwitch43_g13104;
#endif
#ifdef _ENABLECOLORREPLACE_ON
float4 temp_output_1_0_g13108 = staticSwitch9_g13104;
float3 temp_output_2_0_g13108 = (temp_output_1_0_g13108).rgb;
float3 In115_g13108 = temp_output_2_0_g13108;
float3 From115_g13108 = (_ColorReplaceFromColor).rgb;
float4 break2_g13109 = temp_output_1_0_g13108;
float3 To115_g13108 = ( pow( max( ( ( break2_g13109.x + break2_g13109.x + break2_g13109.y + break2_g13109.y + break2_g13109.y + break2_g13109.z ) / 6.0 ) , 0.0001 ) , max( _ColorReplaceContrast , 0.0001 ) ) * (_ColorReplaceToColor).rgb );
float Fuzziness115_g13108 = _ColorReplaceSmoothness;
float Range115_g13108 = _ColorReplaceRange;
float3 localMyCustomExpression115_g13108 = MyCustomExpression115_g13108( In115_g13108 , From115_g13108 , To115_g13108 , Fuzziness115_g13108 , Range115_g13108 );
float3 lerpResult112_g13108 = lerp( temp_output_2_0_g13108 , localMyCustomExpression115_g13108 , _ColorReplaceFade);
float4 appendResult4_g13108 = (float4(lerpResult112_g13108 , temp_output_1_0_g13108.a));
float4 staticSwitch29_g13104 = appendResult4_g13108;
#else
float4 staticSwitch29_g13104 = staticSwitch9_g13104;
#endif
float4 temp_output_1_0_g13121 = staticSwitch29_g13104;
#ifdef _ENABLENEGATIVE_ON
float3 temp_output_9_0_g13121 = (temp_output_1_0_g13121).rgb;
float3 lerpResult3_g13121 = lerp( temp_output_9_0_g13121 , ( 1.0 - temp_output_9_0_g13121 ) , _NegativeFade);
float4 appendResult8_g13121 = (float4(lerpResult3_g13121 , temp_output_1_0_g13121.a));
float4 staticSwitch4_g13121 = appendResult8_g13121;
#else
float4 staticSwitch4_g13121 = temp_output_1_0_g13121;
#endif
float4 temp_output_57_0_g13104 = staticSwitch4_g13121;
#ifdef _ENABLECONTRAST_ON
float4 temp_output_1_0_g13144 = temp_output_57_0_g13104;
float3 temp_cast_34 = (max( _Contrast , 0.0001 )).xxx;
float4 appendResult4_g13144 = (float4(pow( max( (temp_output_1_0_g13144).rgb , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_34 ) , temp_output_1_0_g13144.a));
float4 staticSwitch32_g13104 = appendResult4_g13144;
#else
float4 staticSwitch32_g13104 = temp_output_57_0_g13104;
#endif
#ifdef _ENABLEBRIGHTNESS_ON
float4 temp_output_2_0_g13119 = staticSwitch32_g13104;
float4 appendResult6_g13119 = (float4(( (temp_output_2_0_g13119).rgb * _Brightness ) , temp_output_2_0_g13119.a));
float4 staticSwitch33_g13104 = appendResult6_g13119;
#else
float4 staticSwitch33_g13104 = staticSwitch32_g13104;
#endif
#ifdef _ENABLEHUE_ON
float4 temp_output_2_0_g13120 = staticSwitch33_g13104;
float3 hsvTorgb1_g13120 = RGBToHSV( temp_output_2_0_g13120.rgb );
float3 hsvTorgb3_g13120 = HSVToRGB( float3(( hsvTorgb1_g13120.x + _Hue ),hsvTorgb1_g13120.y,hsvTorgb1_g13120.z) );
float4 appendResult8_g13120 = (float4(hsvTorgb3_g13120 , temp_output_2_0_g13120.a));
float4 staticSwitch36_g13104 = appendResult8_g13120;
#else
float4 staticSwitch36_g13104 = staticSwitch33_g13104;
#endif
#ifdef _ENABLESPLITTONING_ON
float4 temp_output_1_0_g13138 = staticSwitch36_g13104;
float4 break2_g13139 = temp_output_1_0_g13138;
float temp_output_3_0_g13138 = ( ( break2_g13139.x + break2_g13139.x + break2_g13139.y + break2_g13139.y + break2_g13139.y + break2_g13139.z ) / 6.0 );
float clampResult25_g13138 = clamp( ( ( ( ( temp_output_3_0_g13138 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 );
float3 lerpResult6_g13138 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g13138);
float3 lerpResult11_g13138 = lerp( (temp_output_1_0_g13138).rgb , ( lerpResult6_g13138 * pow( max( temp_output_3_0_g13138 , 0.0001 ) , max( _SplitToningContrast , 0.0001 ) ) ) , _SplitToningFade);
float4 appendResult18_g13138 = (float4(lerpResult11_g13138 , temp_output_1_0_g13138.a));
float4 staticSwitch30_g13104 = appendResult18_g13138;
#else
float4 staticSwitch30_g13104 = staticSwitch36_g13104;
#endif
#ifdef _ENABLEBLACKTINT_ON
float4 temp_output_1_0_g13116 = staticSwitch30_g13104;
float3 temp_output_4_0_g13116 = (temp_output_1_0_g13116).rgb;
float4 break12_g13116 = temp_output_1_0_g13116;
float3 lerpResult7_g13116 = lerp( temp_output_4_0_g13116 , ( temp_output_4_0_g13116 + (_BlackTintColor).rgb ) , pow( max( ( 1.0 - min( max( max( break12_g13116.r , break12_g13116.g ) , break12_g13116.b ) , 1.0 ) ) , 0.0001 ) , max( _BlackTintPower , 0.0001 ) ));
float3 lerpResult13_g13116 = lerp( temp_output_4_0_g13116 , lerpResult7_g13116 , _BlackTintFade);
float4 appendResult11_g13116 = (float4(lerpResult13_g13116 , break12_g13116.a));
float4 staticSwitch20_g13104 = appendResult11_g13116;
#else
float4 staticSwitch20_g13104 = staticSwitch30_g13104;
#endif
#ifdef _ENABLEINKSPREAD_ON
float4 temp_output_1_0_g13130 = staticSwitch20_g13104;
float4 break2_g13132 = temp_output_1_0_g13130;
float2 temp_output_65_0_g13130 = shaderPosition235;
float linValue16_g13131 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g13130 * _InkSpreadNoiseScale ) ).r;
float localMyCustomExpression16_g13131 = MyCustomExpression16_g13131( linValue16_g13131 );
float clampResult53_g13130 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g13130 ) ) + ( localMyCustomExpression16_g13131 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 );
float3 lerpResult7_g13130 = lerp( (temp_output_1_0_g13130).rgb , ( (_InkSpreadColor).rgb * pow( max( ( ( break2_g13132.x + break2_g13132.x + break2_g13132.y + break2_g13132.y + break2_g13132.y + break2_g13132.z ) / 6.0 ) , 0.0001 ) , max( _InkSpreadContrast , 0.0001 ) ) ) , ( _InkSpreadFade * clampResult53_g13130 ));
float4 appendResult9_g13130 = (float4(lerpResult7_g13130 , (temp_output_1_0_g13130).a));
float4 staticSwitch17_g13104 = appendResult9_g13130;
#else
float4 staticSwitch17_g13104 = staticSwitch20_g13104;
#endif
float temp_output_39_0_g13104 = shaderTime237;
#ifdef _ENABLESHIFTHUE_ON
float4 temp_output_1_0_g13122 = staticSwitch17_g13104;
float3 hsvTorgb15_g13122 = RGBToHSV( (temp_output_1_0_g13122).rgb );
float3 hsvTorgb19_g13122 = HSVToRGB( float3(( ( temp_output_39_0_g13104 * _ShiftHueSpeed ) + hsvTorgb15_g13122.x ),hsvTorgb15_g13122.y,hsvTorgb15_g13122.z) );
float4 appendResult6_g13122 = (float4(hsvTorgb19_g13122 , temp_output_1_0_g13122.a));
float4 staticSwitch19_g13104 = appendResult6_g13122;
#else
float4 staticSwitch19_g13104 = staticSwitch17_g13104;
#endif
#ifdef _ENABLEADDHUE_ON
float3 hsvTorgb19_g13126 = HSVToRGB( float3(( ( temp_output_39_0_g13104 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) );
float4 temp_output_1_0_g13126 = staticSwitch19_g13104;
float4 break2_g13128 = temp_output_1_0_g13126;
float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw;
float4 tex2DNode3_g13127 = tex2D( _AddHueMask, uv_AddHueMask );
#ifdef _ADDHUEMASKTOGGLE_ON
float staticSwitch33_g13126 = ( _AddHueFade * ( tex2DNode3_g13127.r * tex2DNode3_g13127.a ) );
#else
float staticSwitch33_g13126 = _AddHueFade;
#endif
float4 appendResult6_g13126 = (float4(( ( hsvTorgb19_g13126 * pow( max( ( ( break2_g13128.x + break2_g13128.x + break2_g13128.y + break2_g13128.y + break2_g13128.y + break2_g13128.z ) / 6.0 ) , 0.0001 ) , max( _AddHueContrast , 0.0001 ) ) * staticSwitch33_g13126 ) + (temp_output_1_0_g13126).rgb ) , temp_output_1_0_g13126.a));
float4 staticSwitch23_g13104 = appendResult6_g13126;
#else
float4 staticSwitch23_g13104 = staticSwitch19_g13104;
#endif
#ifdef _ENABLESINEGLOW_ON
float4 temp_output_1_0_g13123 = staticSwitch23_g13104;
float4 break2_g13124 = temp_output_1_0_g13123;
float3 temp_output_13_0_g13123 = (_SineGlowColor).rgb;
float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw;
float4 tex2DNode30_g13123 = tex2D( _SineGlowMask, uv_SineGlowMask );
#ifdef _SINEGLOWMASKTOGGLE_ON
float3 staticSwitch27_g13123 = ( (tex2DNode30_g13123).rgb * temp_output_13_0_g13123 * tex2DNode30_g13123.a );
#else
float3 staticSwitch27_g13123 = temp_output_13_0_g13123;
#endif
float4 appendResult21_g13123 = (float4(( (temp_output_1_0_g13123).rgb + ( pow( max( ( ( break2_g13124.x + break2_g13124.x + break2_g13124.y + break2_g13124.y + break2_g13124.y + break2_g13124.z ) / 6.0 ) , 0.0001 ) , max( _SineGlowContrast , 0.0001 ) ) * staticSwitch27_g13123 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g13104 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g13123.a));
float4 staticSwitch28_g13104 = appendResult21_g13123;
#else
float4 staticSwitch28_g13104 = staticSwitch23_g13104;
#endif
#ifdef _ENABLESATURATION_ON
float4 temp_output_1_0_g13111 = staticSwitch28_g13104;
float4 break2_g13112 = temp_output_1_0_g13111;
float3 temp_cast_50 = (( ( break2_g13112.x + break2_g13112.x + break2_g13112.y + break2_g13112.y + break2_g13112.y + break2_g13112.z ) / 6.0 )).xxx;
float3 lerpResult5_g13111 = lerp( temp_cast_50 , (temp_output_1_0_g13111).rgb , _Saturation);
float4 appendResult8_g13111 = (float4(lerpResult5_g13111 , temp_output_1_0_g13111.a));
float4 staticSwitch38_g13104 = appendResult8_g13111;
#else
float4 staticSwitch38_g13104 = staticSwitch28_g13104;
#endif
#ifdef _ENABLEINNEROUTLINE_ON
float4 temp_output_15_0_g13113 = staticSwitch38_g13104;
float3 temp_output_82_0_g13113 = (_InnerOutlineColor).rgb;
float2 temp_output_7_0_g13113 = temp_output_1_0_g13104;
float temp_output_179_0_g13113 = temp_output_39_0_g13104;
#ifdef _INNEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch187_g13113 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g13113 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g13113 ) ) )).rgb * temp_output_82_0_g13113 );
#else
float3 staticSwitch187_g13113 = temp_output_82_0_g13113;
#endif
float linValue16_g13115 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g13113 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g13113 ) * _InnerOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g13115 = MyCustomExpression16_g13115( linValue16_g13115 );
#ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch169_g13113 = ( ( localMyCustomExpression16_g13115 - 0.5 ) * _InnerOutlineDistortionIntensity );
#else
float2 staticSwitch169_g13113 = float2( 0,0 );
#endif
float2 temp_output_131_0_g13113 = ( staticSwitch169_g13113 + temp_output_7_0_g13113 );
float2 appendResult2_g13114 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g13113 = ( 100.0 / appendResult2_g13114 );
float temp_output_178_0_g13113 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13113 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13113 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13113 ) ) ).a ) ) );
float3 lerpResult176_g13113 = lerp( (temp_output_15_0_g13113).rgb , staticSwitch187_g13113 , temp_output_178_0_g13113);
#ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch188_g13113 = ( temp_output_178_0_g13113 * temp_output_15_0_g13113.a );
#else
float staticSwitch188_g13113 = temp_output_15_0_g13113.a;
#endif
float4 appendResult177_g13113 = (float4(lerpResult176_g13113 , staticSwitch188_g13113));
float4 staticSwitch12_g13104 = appendResult177_g13113;
#else
float4 staticSwitch12_g13104 = staticSwitch38_g13104;
#endif
#ifdef _ENABLEOUTEROUTLINE_ON
float4 temp_output_15_0_g13141 = staticSwitch12_g13104;
float3 temp_output_82_0_g13141 = (_OuterOutlineColor).rgb;
float2 temp_output_7_0_g13141 = temp_output_1_0_g13104;
float temp_output_186_0_g13141 = temp_output_39_0_g13104;
#ifdef _OUTEROUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g13141 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g13141 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g13141 ) ) )).rgb * temp_output_82_0_g13141 );
#else
float3 staticSwitch199_g13141 = temp_output_82_0_g13141;
#endif
float temp_output_182_0_g13141 = ( ( 1.0 - temp_output_15_0_g13141.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) );
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g13141 = 1.0;
#else
float staticSwitch203_g13141 = temp_output_182_0_g13141;
#endif
float3 lerpResult178_g13141 = lerp( (temp_output_15_0_g13141).rgb , staticSwitch199_g13141 , staticSwitch203_g13141);
float3 lerpResult170_g13141 = lerp( lerpResult178_g13141 , staticSwitch199_g13141 , staticSwitch203_g13141);
float linValue16_g13142 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g13141 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g13141 ) * _OuterOutlineNoiseScale ) ).r;
float localMyCustomExpression16_g13142 = MyCustomExpression16_g13142( linValue16_g13142 );
#ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON
float2 staticSwitch157_g13141 = ( ( localMyCustomExpression16_g13142 - 0.5 ) * _OuterOutlineDistortionIntensity );
#else
float2 staticSwitch157_g13141 = float2( 0,0 );
#endif
float2 temp_output_131_0_g13141 = ( staticSwitch157_g13141 + temp_output_7_0_g13141 );
float2 appendResult2_g13143 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_25_0_g13141 = ( 100.0 / appendResult2_g13143 );
float lerpResult168_g13141 = lerp( temp_output_15_0_g13141.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g13141 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g13141 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g13141 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade);
#ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g13141 = ( temp_output_182_0_g13141 * lerpResult168_g13141 );
#else
float staticSwitch200_g13141 = lerpResult168_g13141;
#endif
float4 appendResult174_g13141 = (float4(lerpResult170_g13141 , staticSwitch200_g13141));
float4 staticSwitch13_g13104 = appendResult174_g13141;
#else
float4 staticSwitch13_g13104 = staticSwitch12_g13104;
#endif
#ifdef _ENABLEPIXELOUTLINE_ON
float4 temp_output_15_0_g13118 = staticSwitch13_g13104;
float3 temp_output_82_0_g13118 = (_PixelOutlineColor).rgb;
float2 temp_output_7_0_g13118 = temp_output_1_0_g13104;
#ifdef _PIXELOUTLINETEXTURETOGGLE_ON
float3 staticSwitch199_g13118 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g13118 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g13104 ) ) )).rgb * temp_output_82_0_g13118 );
#else
float3 staticSwitch199_g13118 = temp_output_82_0_g13118;
#endif
float temp_output_213_0_g13118 = ( _PixelOutlineFade * step( temp_output_15_0_g13118.a , _PixelOutlineAlphaLimit ) );
float temp_output_182_0_g13118 = ( ( 1.0 - temp_output_15_0_g13118.a ) * min( ( temp_output_213_0_g13118 * 3.0 ) , 1.0 ) );
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch203_g13118 = 1.0;
#else
float staticSwitch203_g13118 = temp_output_182_0_g13118;
#endif
float3 lerpResult178_g13118 = lerp( (temp_output_15_0_g13118).rgb , staticSwitch199_g13118 , staticSwitch203_g13118);
float3 lerpResult170_g13118 = lerp( lerpResult178_g13118 , staticSwitch199_g13118 , staticSwitch203_g13118);
float2 appendResult206_g13118 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float2 temp_output_209_0_g13118 = ( float2( 1,1 ) / appendResult206_g13118 );
float lerpResult168_g13118 = lerp( temp_output_15_0_g13118.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g13118 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g13118 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g13118 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g13118 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g13118 ) ) ).a ) * 3.0 ) , 1.0 ) , temp_output_213_0_g13118);
#ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON
float staticSwitch200_g13118 = ( temp_output_182_0_g13118 * lerpResult168_g13118 );
#else
float staticSwitch200_g13118 = lerpResult168_g13118;
#endif
float4 appendResult174_g13118 = (float4(lerpResult170_g13118 , staticSwitch200_g13118));
float4 staticSwitch48_g13104 = appendResult174_g13118;
#else
float4 staticSwitch48_g13104 = staticSwitch13_g13104;
#endif
#ifdef _ENABLEPINGPONGGLOW_ON
float3 lerpResult15_g13105 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g13104 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 ));
float4 temp_output_5_0_g13105 = staticSwitch48_g13104;
float4 break2_g13106 = temp_output_5_0_g13105;
float4 appendResult12_g13105 = (float4(( ( lerpResult15_g13105 * _PingPongGlowFade * pow( max( ( ( break2_g13106.x + break2_g13106.x + break2_g13106.y + break2_g13106.y + break2_g13106.y + break2_g13106.z ) / 6.0 ) , 0.0001 ) , max( _PingPongGlowContrast , 0.0001 ) ) ) + (temp_output_5_0_g13105).rgb ) , temp_output_5_0_g13105.a));
float4 staticSwitch46_g13104 = appendResult12_g13105;
#else
float4 staticSwitch46_g13104 = staticSwitch48_g13104;
#endif
float4 temp_output_361_0 = staticSwitch46_g13104;
#ifdef _ENABLEHOLOGRAM_ON
float4 temp_output_1_0_g13146 = temp_output_361_0;
float4 break2_g13147 = temp_output_1_0_g13146;
float temp_output_44_0_g13146 = 0.5;
float4 appendResult22_g13146 = (float4(( (_HologramTint).rgb * pow( max( ( ( break2_g13147.x + break2_g13147.x + break2_g13147.y + break2_g13147.y + break2_g13147.y + break2_g13147.z ) / 6.0 ) , 0.0001 ) , max( _HologramContrast , 0.0001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * ( _HologramLineSpeed * temp_output_44_0_g13146 * 0.2 ) ) + ase_positionSSNorm.y ) / temp_output_44_0_g13146 ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g13146.a )));
float4 lerpResult37_g13146 = lerp( temp_output_1_0_g13146 , appendResult22_g13146 , hologramFade182);
float4 staticSwitch56 = lerpResult37_g13146;
#else
float4 staticSwitch56 = temp_output_361_0;
#endif
#ifdef _ENABLEGLITCH_ON
float4 temp_output_1_0_g13149 = staticSwitch56;
float4 break2_g13151 = temp_output_1_0_g13149;
float temp_output_34_0_g13149 = shaderTime237;
float linValue16_g13150 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g13149 ) ) * _GlitchNoiseScale ) ).r;
float localMyCustomExpression16_g13150 = MyCustomExpression16_g13150( linValue16_g13150 );
float3 hsvTorgb3_g13152 = HSVToRGB( float3(( localMyCustomExpression16_g13150 + ( temp_output_34_0_g13149 * _GlitchHueSpeed ) ),1.0,1.0) );
float3 lerpResult23_g13149 = lerp( (temp_output_1_0_g13149).rgb , ( ( ( break2_g13151.x + break2_g13151.x + break2_g13151.y + break2_g13151.y + break2_g13151.y + break2_g13151.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g13152 ) , glitchFade152);
float4 appendResult27_g13149 = (float4(lerpResult23_g13149 , temp_output_1_0_g13149.a));
float4 staticSwitch57 = appendResult27_g13149;
#else
float4 staticSwitch57 = staticSwitch56;
#endif
float4 temp_output_3_0_g13153 = staticSwitch57;
float4 temp_output_1_0_g13183 = temp_output_3_0_g13153;
float2 temp_output_41_0_g13153 = shaderPosition235;
float2 temp_output_99_0_g13183 = temp_output_41_0_g13153;
float temp_output_40_0_g13153 = shaderTime237;
#ifdef _ENABLECAMOUFLAGE_ON
float linValue16_g13188 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g13153 * _CamouflageDistortionSpeed ) + temp_output_99_0_g13183 ) * _CamouflageDistortionScale ) ).r;
float localMyCustomExpression16_g13188 = MyCustomExpression16_g13188( linValue16_g13188 );
#ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON
float2 staticSwitch101_g13183 = ( ( ( localMyCustomExpression16_g13188 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g13183 );
#else
float2 staticSwitch101_g13183 = temp_output_99_0_g13183;
#endif
float linValue16_g13185 = tex2D( _UberNoiseTexture, ( staticSwitch101_g13183 * _CamouflageNoiseScaleA ) ).r;
float localMyCustomExpression16_g13185 = MyCustomExpression16_g13185( linValue16_g13185 );
float clampResult52_g13183 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g13185 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult55_g13183 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g13183 ) , clampResult52_g13183);
float linValue16_g13187 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g13183 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r;
float localMyCustomExpression16_g13187 = MyCustomExpression16_g13187( linValue16_g13187 );
float clampResult65_g13183 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g13187 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 );
float4 lerpResult68_g13183 = lerp( lerpResult55_g13183 , ( _CamouflageColorB * clampResult65_g13183 ) , clampResult65_g13183);
float4 break2_g13186 = temp_output_1_0_g13183;
float3 lerpResult4_g13183 = lerp( (temp_output_1_0_g13183).rgb , ( (lerpResult68_g13183).rgb * pow( max( ( ( break2_g13186.x + break2_g13186.x + break2_g13186.y + break2_g13186.y + break2_g13186.y + break2_g13186.z ) / 6.0 ) , 0.0001 ) , max( _CamouflageContrast , 0.0001 ) ) ) , _CamouflageFade);
float4 appendResult7_g13183 = (float4(lerpResult4_g13183 , temp_output_1_0_g13183.a));
float4 staticSwitch26_g13153 = appendResult7_g13183;
#else
float4 staticSwitch26_g13153 = temp_output_3_0_g13153;
#endif
#ifdef _ENABLEMETAL_ON
float4 temp_output_1_0_g13176 = staticSwitch26_g13153;
float temp_output_59_0_g13176 = temp_output_40_0_g13153;
float2 temp_output_58_0_g13176 = temp_output_41_0_g13153;
float linValue16_g13177 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g13176 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g13176 ) * _MetalNoiseDistortionScale ) ).r;
float localMyCustomExpression16_g13177 = MyCustomExpression16_g13177( linValue16_g13177 );
float linValue16_g13179 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13177 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g13176 * _MetalNoiseSpeed ) + temp_output_58_0_g13176 ) ) * _MetalNoiseScale ) ).r;
float localMyCustomExpression16_g13179 = MyCustomExpression16_g13179( linValue16_g13179 );
float4 break2_g13178 = temp_output_1_0_g13176;
float temp_output_5_0_g13176 = ( ( break2_g13178.x + break2_g13178.x + break2_g13178.y + break2_g13178.y + break2_g13178.y + break2_g13178.z ) / 6.0 );
float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw;
float4 tex2DNode3_g13181 = tex2D( _MetalMask, uv_MetalMask );
#ifdef _METALMASKTOGGLE_ON
float staticSwitch60_g13176 = ( _MetalFade * ( tex2DNode3_g13181.r * tex2DNode3_g13181.a ) );
#else
float staticSwitch60_g13176 = _MetalFade;
#endif
float4 lerpResult45_g13176 = lerp( temp_output_1_0_g13176 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g13179 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( max( temp_output_5_0_g13176 , 0.0001 ) , max( _MetalHighlightContrast , 0.0001 ) ) ) + ( pow( max( temp_output_5_0_g13176 , 0.0001 ) , max( _MetalContrast , 0.0001 ) ) * _MetalColor ) ) , staticSwitch60_g13176);
float4 appendResult8_g13176 = (float4((lerpResult45_g13176).rgb , (temp_output_1_0_g13176).a));
float4 staticSwitch28_g13153 = appendResult8_g13176;
#else
float4 staticSwitch28_g13153 = staticSwitch26_g13153;
#endif
#ifdef _ENABLEFROZEN_ON
float4 temp_output_1_0_g13168 = staticSwitch28_g13153;
float4 break2_g13169 = temp_output_1_0_g13168;
float temp_output_7_0_g13168 = ( ( break2_g13169.x + break2_g13169.x + break2_g13169.y + break2_g13169.y + break2_g13169.y + break2_g13169.z ) / 6.0 );
float2 temp_output_72_0_g13168 = temp_output_41_0_g13153;
float linValue16_g13170 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13168 * _FrozenSnowScale ) ).r;
float localMyCustomExpression16_g13170 = MyCustomExpression16_g13170( linValue16_g13170 );
float temp_output_73_0_g13168 = temp_output_40_0_g13153;
float linValue16_g13172 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g13168 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g13168 ) * _FrozenHighlightDistortionScale ) ).r;
float localMyCustomExpression16_g13172 = MyCustomExpression16_g13172( linValue16_g13172 );
float linValue16_g13173 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13172 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g13168 * _FrozenHighlightSpeed ) + temp_output_72_0_g13168 ) ) * _FrozenHighlightScale ) ).r;
float localMyCustomExpression16_g13173 = MyCustomExpression16_g13173( linValue16_g13173 );
float3 lerpResult57_g13168 = lerp( (temp_output_1_0_g13168).rgb , ( ( pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenContrast , 0.0001 ) ) * (_FrozenTint).rgb ) + ( pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenSnowContrast , 0.0001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g13170 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g13173 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( max( temp_output_7_0_g13168 , 0.0001 ) , max( _FrozenHighlightContrast , 0.0001 ) ) )).rgb ) , _FrozenFade);
float4 appendResult26_g13168 = (float4(lerpResult57_g13168 , temp_output_1_0_g13168.a));
float4 staticSwitch29_g13153 = appendResult26_g13168;
#else
float4 staticSwitch29_g13153 = staticSwitch28_g13153;
#endif
#ifdef _ENABLEBURN_ON
float4 temp_output_1_0_g13162 = staticSwitch29_g13153;
float3 temp_output_28_0_g13162 = (temp_output_1_0_g13162).rgb;
float4 break2_g13166 = float4( temp_output_28_0_g13162 , 0.0 );
float2 temp_output_72_0_g13162 = temp_output_41_0_g13153;
float linValue16_g13165 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13162 * _BurnSwirlNoiseScale ) ).r;
float localMyCustomExpression16_g13165 = MyCustomExpression16_g13165( linValue16_g13165 );
float linValue16_g13163 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g13165 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g13162 ) * _BurnInsideNoiseScale ) ).r;
float localMyCustomExpression16_g13163 = MyCustomExpression16_g13163( linValue16_g13163 );
float clampResult68_g13162 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g13163 ) , 0.0 , 1.0 );
float linValue16_g13164 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g13162 * _BurnEdgeNoiseScale ) ).r;
float localMyCustomExpression16_g13164 = MyCustomExpression16_g13164( linValue16_g13164 );
float temp_output_15_0_g13162 = ( ( ( _BurnRadius - distance( temp_output_72_0_g13162 , _BurnPosition ) ) + ( localMyCustomExpression16_g13164 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) );
float clampResult18_g13162 = clamp( temp_output_15_0_g13162 , 0.0 , 1.0 );
float3 lerpResult29_g13162 = lerp( temp_output_28_0_g13162 , ( pow( max( ( ( break2_g13166.x + break2_g13166.x + break2_g13166.y + break2_g13166.y + break2_g13166.y + break2_g13166.z ) / 6.0 ) , 0.0001 ) , max( _BurnInsideContrast , 0.0001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g13162 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g13162);
float3 lerpResult40_g13162 = lerp( temp_output_28_0_g13162 , ( lerpResult29_g13162 + ( ( step( temp_output_15_0_g13162 , 1.0 ) * step( 0.0 , temp_output_15_0_g13162 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade);
float4 appendResult43_g13162 = (float4(lerpResult40_g13162 , temp_output_1_0_g13162.a));
float4 staticSwitch32_g13153 = appendResult43_g13162;
#else
float4 staticSwitch32_g13153 = staticSwitch29_g13153;
#endif
#ifdef _ENABLERAINBOW_ON
float2 temp_output_42_0_g13158 = temp_output_41_0_g13153;
float linValue16_g13159 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g13158 * _RainbowNoiseScale ) ).r;
float localMyCustomExpression16_g13159 = MyCustomExpression16_g13159( linValue16_g13159 );
float3 hsvTorgb3_g13161 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g13158 , _RainbowCenter ) + ( localMyCustomExpression16_g13159 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g13153 ) ),1.0,1.0) );
float3 hsvTorgb36_g13158 = RGBToHSV( hsvTorgb3_g13161 );
float3 hsvTorgb37_g13158 = HSVToRGB( float3(hsvTorgb36_g13158.x,_RainbowSaturation,( hsvTorgb36_g13158.z * _RainbowBrightness )) );
float4 temp_output_1_0_g13158 = staticSwitch32_g13153;
float4 break2_g13160 = temp_output_1_0_g13158;
float saferPower24_g13158 = abs( ( ( break2_g13160.x + break2_g13160.x + break2_g13160.y + break2_g13160.y + break2_g13160.y + break2_g13160.z ) / 6.0 ) );
float4 appendResult29_g13158 = (float4(( ( hsvTorgb37_g13158 * pow( saferPower24_g13158 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g13158).rgb ) , temp_output_1_0_g13158.a));
float4 staticSwitch34_g13153 = appendResult29_g13158;
#else
float4 staticSwitch34_g13153 = staticSwitch32_g13153;
#endif
#ifdef _ENABLESHINE_ON
float4 temp_output_1_0_g13154 = staticSwitch34_g13153;
float3 temp_output_57_0_g13154 = (temp_output_1_0_g13154).rgb;
float4 break2_g13156 = temp_output_1_0_g13154;
float3 temp_cast_73 = (( ( break2_g13156.x + break2_g13156.x + break2_g13156.y + break2_g13156.y + break2_g13156.y + break2_g13156.z ) / 6.0 )).xxx;
float3 lerpResult92_g13154 = lerp( temp_cast_73 , temp_output_57_0_g13154 , _ShineSaturation);
float3 temp_cast_74 = (max( max( _ShineContrast , 0.001 ) , 0.0001 )).xxx;
float3 rotatedValue69_g13154 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g13153 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) );
float temp_output_103_0_g13154 = ( _ShineFrequency * _ShineWidth );
float clampResult80_g13154 = clamp( ( ( ( sin( ( rotatedValue69_g13154.x - ( temp_output_40_0_g13153 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g13154 ) ) / temp_output_103_0_g13154 ) * _ShineSmooth ) , 0.0 , 1.0 );
float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw;
float4 tex2DNode3_g13155 = tex2D( _ShineMask, uv_ShineMask );
#ifdef _SHINEMASKTOGGLE_ON
float staticSwitch98_g13154 = ( _ShineFade * ( tex2DNode3_g13155.r * tex2DNode3_g13155.a ) );
#else
float staticSwitch98_g13154 = _ShineFade;
#endif
float4 appendResult8_g13154 = (float4(( temp_output_57_0_g13154 + ( ( pow( max( lerpResult92_g13154 , float3( 0.0001,0.0001,0.0001 ) ) , temp_cast_74 ) * (_ShineColor).rgb ) * clampResult80_g13154 * staticSwitch98_g13154 ) ) , (temp_output_1_0_g13154).a));
float4 staticSwitch36_g13153 = appendResult8_g13154;
#else
float4 staticSwitch36_g13153 = staticSwitch34_g13153;
#endif
#ifdef _ENABLEPOISON_ON
float temp_output_41_0_g13189 = temp_output_40_0_g13153;
float linValue16_g13191 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g13189 * _PoisonNoiseSpeed ) + temp_output_41_0_g13153 ) * _PoisonNoiseScale ) ).r;
float localMyCustomExpression16_g13191 = MyCustomExpression16_g13191( linValue16_g13191 );
float3 temp_output_24_0_g13189 = (_PoisonColor).rgb;
float4 temp_output_1_0_g13189 = staticSwitch36_g13153;
float3 temp_output_28_0_g13189 = (temp_output_1_0_g13189).rgb;
float4 break2_g13190 = float4( temp_output_28_0_g13189 , 0.0 );
float3 lerpResult32_g13189 = lerp( temp_output_28_0_g13189 , ( temp_output_24_0_g13189 * ( ( break2_g13190.x + break2_g13190.x + break2_g13190.y + break2_g13190.y + break2_g13190.y + break2_g13190.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor ));
float4 appendResult27_g13189 = (float4(( ( max( pow( max( abs( ( ( ( localMyCustomExpression16_g13191 + ( temp_output_41_0_g13189 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , 0.0001 ) , max( _PoisonDensity , 0.0001 ) ) , 0.0 ) * temp_output_24_0_g13189 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g13189 ) , temp_output_1_0_g13189.a));
float4 staticSwitch39_g13153 = appendResult27_g13189;
#else
float4 staticSwitch39_g13153 = staticSwitch36_g13153;
#endif
float4 temp_output_10_0_g13193 = staticSwitch39_g13153;
#ifdef _ENABLEENCHANTED_ON
float3 temp_output_12_0_g13193 = (temp_output_10_0_g13193).rgb;
float2 temp_output_2_0_g13193 = temp_output_41_0_g13153;
float temp_output_1_0_g13193 = temp_output_40_0_g13153;
float2 temp_output_6_0_g13193 = ( temp_output_1_0_g13193 * _EnchantedSpeed );
float linValue16_g13196 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g13193 - ( ( temp_output_6_0_g13193 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g13196 = MyCustomExpression16_g13196( linValue16_g13196 );
float linValue16_g13194 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g13193 + temp_output_2_0_g13193 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r;
float localMyCustomExpression16_g13194 = MyCustomExpression16_g13194( linValue16_g13194 );
float temp_output_36_0_g13193 = ( localMyCustomExpression16_g13196 + localMyCustomExpression16_g13194 );
float temp_output_43_0_g13193 = ( temp_output_36_0_g13193 * 0.5 );
float3 lerpResult42_g13193 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g13193);
float3 hsvTorgb53_g13193 = HSVToRGB( float3(( ( temp_output_43_0_g13193 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g13193 ) ),_EnchantedRainbowSaturation,1.0) );
#ifdef _ENCHANTEDRAINBOWTOGGLE_ON
float3 staticSwitch50_g13193 = hsvTorgb53_g13193;
#else
float3 staticSwitch50_g13193 = lerpResult42_g13193;
#endif
float4 break2_g13195 = temp_output_10_0_g13193;
float3 temp_output_40_0_g13193 = ( staticSwitch50_g13193 * pow( max( ( ( break2_g13195.x + break2_g13195.x + break2_g13195.y + break2_g13195.y + break2_g13195.y + break2_g13195.z ) / 6.0 ) , 0.0001 ) , max( _EnchantedContrast , 0.0001 ) ) * _EnchantedBrightness );
float temp_output_45_0_g13193 = ( max( ( temp_output_36_0_g13193 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade );
float3 lerpResult44_g13193 = lerp( temp_output_12_0_g13193 , temp_output_40_0_g13193 , temp_output_45_0_g13193);
#ifdef _ENCHANTEDLERPTOGGLE_ON
float3 staticSwitch47_g13193 = lerpResult44_g13193;
#else
float3 staticSwitch47_g13193 = ( temp_output_12_0_g13193 + ( temp_output_40_0_g13193 * temp_output_45_0_g13193 ) );
#endif
float4 appendResult19_g13193 = (float4(staticSwitch47_g13193 , temp_output_10_0_g13193.a));
float4 staticSwitch11_g13193 = appendResult19_g13193;
#else
float4 staticSwitch11_g13193 = temp_output_10_0_g13193;
#endif
float4 temp_output_1_0_g13198 = staticSwitch11_g13193;
#ifdef _ENABLESHIFTING_ON
float4 break5_g13198 = temp_output_1_0_g13198;
float3 appendResult32_g13198 = (float3(break5_g13198.r , break5_g13198.g , break5_g13198.b));
float4 break2_g13199 = temp_output_1_0_g13198;
float temp_output_4_0_g13198 = ( ( break2_g13199.x + break2_g13199.x + break2_g13199.y + break2_g13199.y + break2_g13199.y + break2_g13199.z ) / 6.0 );
float temp_output_11_0_g13198 = ( ( ( temp_output_4_0_g13198 + ( temp_output_40_0_g13153 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 );
float3 lerpResult20_g13198 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g13198 - 0.5 ) ) * 2.0 ));
float3 hsvTorgb12_g13198 = HSVToRGB( float3(temp_output_11_0_g13198,_ShiftingSaturation,_ShiftingBrightness) );
#ifdef _SHIFTINGRAINBOWTOGGLE_ON
float3 staticSwitch26_g13198 = hsvTorgb12_g13198;
#else
float3 staticSwitch26_g13198 = ( lerpResult20_g13198 * _ShiftingBrightness );
#endif
float3 lerpResult31_g13198 = lerp( appendResult32_g13198 , ( staticSwitch26_g13198 * pow( max( temp_output_4_0_g13198 , 0.0001 ) , max( _ShiftingContrast , 0.0001 ) ) ) , _ShiftingFade);
float4 appendResult6_g13198 = (float4(lerpResult31_g13198 , break5_g13198.a));
float4 staticSwitch33_g13198 = appendResult6_g13198;
#else
float4 staticSwitch33_g13198 = temp_output_1_0_g13198;
#endif
float4 temp_output_5_0_g13205 = staticSwitch33_g13198;
#ifdef _ENABLETEXTURELAYER1_ON
float4 break6_g13205 = temp_output_5_0_g13205;
float3 appendResult11_g13205 = (float3(break6_g13205.r , break6_g13205.g , break6_g13205.b));
float temp_output_27_0_g13205 = temp_output_40_0_g13153;
#ifdef _TEXTURELAYER1SCROLLTOGGLE_ON
float2 staticSwitch73_g13205 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g13205 ) );
#else
float2 staticSwitch73_g13205 = _TextureLayer1Offset;
#endif
float2 temp_output_72_0_g13205 = ( ( _TextureLayer1Scale * temp_output_41_0_g13153 ) - staticSwitch73_g13205 );
float2 temp_cast_83 = (_TextureLayer1EdgeClip).xx;
float2 UV10_g13206 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g13205 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_83 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g13206 = _TextureLayer1Columns;
int Height10_g13206 = _TextureLayer1Rows;
float Tile10_g13206 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g13205 ) + _TextureLayer1StartFrame ) );
float2 Invert10_g13206 = float2( 0,1 );
float2 localMyCustomExpression10_g13206 = MyCustomExpression10_g13206( UV10_g13206 , Width10_g13206 , Height10_g13206 , Tile10_g13206 , Invert10_g13206 );
#ifdef _TEXTURELAYER1SHEETTOGGLE_ON
float2 staticSwitch20_g13205 = localMyCustomExpression10_g13206;
#else
float2 staticSwitch20_g13205 = temp_output_72_0_g13205;
#endif
float4 tex2DNode3_g13205 = tex2D( _TextureLayer1Texture, staticSwitch20_g13205 );
float3 appendResult13_g13205 = (float3(tex2DNode3_g13205.r , tex2DNode3_g13205.g , tex2DNode3_g13205.b));
float3 appendResult18_g13205 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b));
float3 temp_output_16_0_g13205 = ( appendResult13_g13205 * appendResult18_g13205 );
float4 break2_g13207 = temp_output_5_0_g13205;
#ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON
float3 staticSwitch80_g13205 = ( pow( max( ( ( break2_g13207.x + break2_g13207.x + break2_g13207.y + break2_g13207.y + break2_g13207.y + break2_g13207.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer1Contrast , 0.0001 ) ) * temp_output_16_0_g13205 );
#else
float3 staticSwitch80_g13205 = temp_output_16_0_g13205;
#endif
float3 lerpResult12_g13205 = lerp( appendResult11_g13205 , staticSwitch80_g13205 , ( tex2DNode3_g13205.a * _TextureLayer1Fade ));
float4 appendResult14_g13205 = (float4(lerpResult12_g13205 , break6_g13205.a));
float4 staticSwitch15_g13205 = appendResult14_g13205;
#else
float4 staticSwitch15_g13205 = temp_output_5_0_g13205;
#endif
float4 temp_output_5_0_g13201 = staticSwitch15_g13205;
#ifdef _ENABLETEXTURELAYER2_ON
float4 break6_g13201 = temp_output_5_0_g13201;
float3 appendResult11_g13201 = (float3(break6_g13201.r , break6_g13201.g , break6_g13201.b));
float temp_output_27_0_g13201 = temp_output_40_0_g13153;
#ifdef _TEXTURELAYER2SCROLLTOGGLE_ON
float2 staticSwitch73_g13201 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g13201 ) );
#else
float2 staticSwitch73_g13201 = _TextureLayer2Offset;
#endif
float2 temp_output_72_0_g13201 = ( ( _TextureLayer2Scale * temp_output_41_0_g13153 ) - staticSwitch73_g13201 );
float2 temp_cast_86 = (_TextureLayer2EdgeClip).xx;
float2 UV10_g13202 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g13201 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_86 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) );
int Width10_g13202 = _TextureLayer2Columns;
int Height10_g13202 = _TextureLayer2Rows;
float Tile10_g13202 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g13201 ) + _TextureLayer2StartFrame ) );
float2 Invert10_g13202 = float2( 0,1 );
float2 localMyCustomExpression10_g13202 = MyCustomExpression10_g13202( UV10_g13202 , Width10_g13202 , Height10_g13202 , Tile10_g13202 , Invert10_g13202 );
#ifdef _TEXTURELAYER2SHEETTOGGLE_ON
float2 staticSwitch20_g13201 = localMyCustomExpression10_g13202;
#else
float2 staticSwitch20_g13201 = temp_output_72_0_g13201;
#endif
float4 tex2DNode3_g13201 = tex2D( _TextureLayer2Texture, staticSwitch20_g13201 );
float3 appendResult13_g13201 = (float3(tex2DNode3_g13201.r , tex2DNode3_g13201.g , tex2DNode3_g13201.b));
float3 appendResult18_g13201 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b));
float3 temp_output_16_0_g13201 = ( appendResult13_g13201 * appendResult18_g13201 );
float4 break2_g13203 = temp_output_5_0_g13201;
#ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON
float3 staticSwitch84_g13201 = ( pow( max( ( ( break2_g13203.x + break2_g13203.x + break2_g13203.y + break2_g13203.y + break2_g13203.y + break2_g13203.z ) / 6.0 ) , 0.0001 ) , max( _TextureLayer2Contrast , 0.0001 ) ) * temp_output_16_0_g13201 );
#else
float3 staticSwitch84_g13201 = temp_output_16_0_g13201;
#endif
float3 lerpResult12_g13201 = lerp( appendResult11_g13201 , staticSwitch84_g13201 , ( tex2DNode3_g13201.a * _TextureLayer2Fade ));
float4 appendResult14_g13201 = (float4(lerpResult12_g13201 , break6_g13201.a));
float4 staticSwitch15_g13201 = appendResult14_g13201;
#else
float4 staticSwitch15_g13201 = temp_output_5_0_g13201;
#endif
float4 temp_output_473_0 = staticSwitch15_g13201;
#ifdef _ENABLEFULLDISTORTION_ON
float4 break4_g13209 = temp_output_473_0;
float fullDistortionAlpha164 = _FullDistortionFade;
float4 appendResult5_g13209 = (float4(break4_g13209.r , break4_g13209.g , break4_g13209.b , ( break4_g13209.a * fullDistortionAlpha164 )));
float4 staticSwitch77 = appendResult5_g13209;
#else
float4 staticSwitch77 = temp_output_473_0;
#endif
#ifdef _ENABLEDIRECTIONALDISTORTION_ON
float4 break4_g13210 = staticSwitch77;
float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 ));
float4 appendResult5_g13210 = (float4(break4_g13210.r , break4_g13210.g , break4_g13210.b , ( break4_g13210.a * directionalDistortionAlpha167 )));
float4 staticSwitch75 = appendResult5_g13210;
#else
float4 staticSwitch75 = staticSwitch77;
#endif
float4 temp_output_1_0_g13211 = staticSwitch75;
float4 temp_output_1_0_g13212 = temp_output_1_0_g13211;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float temp_output_53_0_g13212 = max( _FullAlphaDissolveWidth , 0.001 );
#endif
float2 temp_output_18_0_g13211 = shaderPosition235;
#ifdef _ENABLEFULLALPHADISSOLVE_ON
float linValue16_g13213 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g13211 * _FullAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g13213 = MyCustomExpression16_g13213( linValue16_g13213 );
float clampResult17_g13212 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g13212 ) ) - localMyCustomExpression16_g13213 ) / temp_output_53_0_g13212 ) , 0.0 , 1.0 );
float4 appendResult3_g13212 = (float4((temp_output_1_0_g13212).rgb , ( temp_output_1_0_g13212.a * clampResult17_g13212 )));
float4 staticSwitch3_g13211 = appendResult3_g13212;
#else
float4 staticSwitch3_g13211 = temp_output_1_0_g13211;
#endif
#ifdef _ENABLEFULLGLOWDISSOLVE_ON
float linValue16_g13221 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g13211 * _FullGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g13221 = MyCustomExpression16_g13221( linValue16_g13221 );
float temp_output_5_0_g13220 = localMyCustomExpression16_g13221;
float temp_output_61_0_g13220 = step( temp_output_5_0_g13220 , _FullGlowDissolveFade );
float temp_output_53_0_g13220 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 );
float4 temp_output_1_0_g13220 = staticSwitch3_g13211;
float4 appendResult3_g13220 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g13220 - step( temp_output_5_0_g13220 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g13220 ) ) - temp_output_53_0_g13220 ) ) ) ) + (temp_output_1_0_g13220).rgb ) , ( temp_output_1_0_g13220.a * temp_output_61_0_g13220 )));
float4 staticSwitch5_g13211 = appendResult3_g13220;
#else
float4 staticSwitch5_g13211 = staticSwitch3_g13211;
#endif
#ifdef _ENABLESOURCEALPHADISSOLVE_ON
float4 temp_output_1_0_g13222 = staticSwitch5_g13211;
float2 temp_output_76_0_g13222 = temp_output_18_0_g13211;
float linValue16_g13223 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g13222 * _SourceAlphaDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g13223 = MyCustomExpression16_g13223( linValue16_g13223 );
float clampResult17_g13222 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g13222 ) + ( localMyCustomExpression16_g13223 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g13222 = (float4((temp_output_1_0_g13222).rgb , ( temp_output_1_0_g13222.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g13222 ) ):( clampResult17_g13222 )) )));
float4 staticSwitch8_g13211 = appendResult3_g13222;
#else
float4 staticSwitch8_g13211 = staticSwitch5_g13211;
#endif
#ifdef _ENABLESOURCEGLOWDISSOLVE_ON
float2 temp_output_90_0_g13218 = temp_output_18_0_g13211;
float linValue16_g13219 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g13218 * _SourceGlowDissolveNoiseScale ) ).r;
float localMyCustomExpression16_g13219 = MyCustomExpression16_g13219( linValue16_g13219 );
float temp_output_65_0_g13218 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g13218 ) + ( localMyCustomExpression16_g13219 * _SourceGlowDissolveNoiseFactor ) );
float temp_output_75_0_g13218 = step( temp_output_65_0_g13218 , _SourceGlowDissolveFade );
float temp_output_76_0_g13218 = step( temp_output_65_0_g13218 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) );
float4 temp_output_1_0_g13218 = staticSwitch8_g13211;
float4 appendResult3_g13218 = (float4(( ( max( ( temp_output_75_0_g13218 - temp_output_76_0_g13218 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g13218).rgb ) , ( temp_output_1_0_g13218.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g13218 ) ):( temp_output_75_0_g13218 )) )));
float4 staticSwitch9_g13211 = appendResult3_g13218;
#else
float4 staticSwitch9_g13211 = staticSwitch8_g13211;
#endif
#ifdef _ENABLEDIRECTIONALALPHAFADE_ON
float4 temp_output_1_0_g13214 = staticSwitch9_g13211;
float2 temp_output_161_0_g13214 = temp_output_18_0_g13211;
float3 rotatedValue136_g13214 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g13214 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
float3 break130_g13214 = rotatedValue136_g13214;
float linValue16_g13215 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g13214 * _DirectionalAlphaFadeNoiseScale ) ).r;
float localMyCustomExpression16_g13215 = MyCustomExpression16_g13215( linValue16_g13215 );
float clampResult154_g13214 = clamp( ( ( break130_g13214.x + break130_g13214.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g13215 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 );
float4 appendResult3_g13214 = (float4((temp_output_1_0_g13214).rgb , ( temp_output_1_0_g13214.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g13214 ) ):( clampResult154_g13214 )) )));
float4 staticSwitch11_g13211 = appendResult3_g13214;
#else
float4 staticSwitch11_g13211 = staticSwitch9_g13211;
#endif
#ifdef _ENABLEDIRECTIONALGLOWFADE_ON
float2 temp_output_171_0_g13216 = temp_output_18_0_g13211;
float3 rotatedValue136_g13216 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g13216 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) );
float3 break130_g13216 = rotatedValue136_g13216;
float linValue16_g13217 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g13216 * _DirectionalGlowFadeNoiseScale ) ).r;
float localMyCustomExpression16_g13217 = MyCustomExpression16_g13217( linValue16_g13217 );
float temp_output_168_0_g13216 = max( ( ( break130_g13216.x + break130_g13216.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g13217 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 );
float temp_output_161_0_g13216 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g13216 ) ):( temp_output_168_0_g13216 )) );
float4 temp_output_1_0_g13216 = staticSwitch11_g13211;
float clampResult154_g13216 = clamp( temp_output_161_0_g13216 , 0.0 , 1.0 );
float4 appendResult3_g13216 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g13216 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g13216 ) ):( temp_output_168_0_g13216 )) ) ) ) + (temp_output_1_0_g13216).rgb ) , ( temp_output_1_0_g13216.a * clampResult154_g13216 )));
float4 staticSwitch15_g13211 = appendResult3_g13216;
#else
float4 staticSwitch15_g13211 = staticSwitch11_g13211;
#endif
#ifdef _ENABLEHALFTONE_ON
float4 temp_output_1_0_g13224 = staticSwitch15_g13211;
float2 temp_output_126_0_g13224 = temp_output_18_0_g13211;
float temp_output_121_0_g13224 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g13224 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 );
float2 appendResult11_g13225 = (float2(temp_output_121_0_g13224 , temp_output_121_0_g13224));
float temp_output_17_0_g13225 = length( ( (( ( abs( temp_output_126_0_g13224 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g13225 ) );
float clampResult17_g13224 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g13225 ) / fwidth( temp_output_17_0_g13225 ) ) ) , 0.0 , 1.0 );
float4 appendResult3_g13224 = (float4((temp_output_1_0_g13224).rgb , ( temp_output_1_0_g13224.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g13224 ) ):( clampResult17_g13224 )) )));
float4 staticSwitch13_g13211 = appendResult3_g13224;
#else
float4 staticSwitch13_g13211 = staticSwitch15_g13211;
#endif
#ifdef _ENABLEADDCOLOR_ON
float3 temp_output_3_0_g13227 = (_AddColorColor).rgb;
float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw;
float4 tex2DNode19_g13227 = tex2D( _AddColorMask, uv_AddColorMask );
#ifdef _ADDCOLORMASKTOGGLE_ON
float3 staticSwitch16_g13227 = ( temp_output_3_0_g13227 * ( (tex2DNode19_g13227).rgb * tex2DNode19_g13227.a ) );
#else
float3 staticSwitch16_g13227 = temp_output_3_0_g13227;
#endif
float4 temp_output_1_0_g13227 = staticSwitch13_g13211;
float4 break2_g13229 = temp_output_1_0_g13227;
#ifdef _ADDCOLORCONTRASTTOGGLE_ON
float3 staticSwitch17_g13227 = ( staticSwitch16_g13227 * pow( max( ( ( break2_g13229.x + break2_g13229.x + break2_g13229.y + break2_g13229.y + break2_g13229.y + break2_g13229.z ) / 6.0 ) , 0.0001 ) , max( _AddColorContrast , 0.0001 ) ) );
#else
float3 staticSwitch17_g13227 = staticSwitch16_g13227;
#endif
float4 appendResult6_g13227 = (float4(( ( staticSwitch17_g13227 * _AddColorFade ) + (temp_output_1_0_g13227).rgb ) , temp_output_1_0_g13227.a));
float4 staticSwitch5_g13226 = appendResult6_g13227;
#else
float4 staticSwitch5_g13226 = staticSwitch13_g13211;
#endif
#ifdef _ENABLEALPHATINT_ON
float4 temp_output_1_0_g13230 = staticSwitch5_g13226;
float3 lerpResult4_g13230 = lerp( (temp_output_1_0_g13230).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g13230.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g13230.a ) * _AlphaTintFade ));
float4 appendResult13_g13230 = (float4(lerpResult4_g13230 , temp_output_1_0_g13230.a));
float4 staticSwitch11_g13226 = appendResult13_g13230;
#else
float4 staticSwitch11_g13226 = staticSwitch5_g13226;
#endif
#ifdef _ENABLESTRONGTINT_ON
float4 temp_output_1_0_g13231 = staticSwitch11_g13226;
float3 temp_output_6_0_g13231 = (_StrongTintTint).rgb;
float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw;
float4 tex2DNode23_g13231 = tex2D( _StrongTintMask, uv_StrongTintMask );
#ifdef _STRONGTINTMASKTOGGLE_ON
float3 staticSwitch21_g13231 = ( temp_output_6_0_g13231 * ( (tex2DNode23_g13231).rgb * tex2DNode23_g13231.a ) );
#else
float3 staticSwitch21_g13231 = temp_output_6_0_g13231;
#endif
float4 break2_g13233 = temp_output_1_0_g13231;
#ifdef _STRONGTINTCONTRASTTOGGLE_ON
float3 staticSwitch22_g13231 = ( pow( max( ( ( break2_g13233.x + break2_g13233.x + break2_g13233.y + break2_g13233.y + break2_g13233.y + break2_g13233.z ) / 6.0 ) , 0.0001 ) , max( _StrongTintContrast , 0.0001 ) ) * staticSwitch21_g13231 );
#else
float3 staticSwitch22_g13231 = staticSwitch21_g13231;
#endif
float3 lerpResult7_g13231 = lerp( (temp_output_1_0_g13231).rgb , staticSwitch22_g13231 , _StrongTintFade);
float4 appendResult9_g13231 = (float4(lerpResult7_g13231 , (temp_output_1_0_g13231).a));
float4 staticSwitch7_g13226 = appendResult9_g13231;
#else
float4 staticSwitch7_g13226 = staticSwitch11_g13226;
#endif
float4 temp_output_2_0_g13234 = staticSwitch7_g13226;
#ifdef _ENABLESHADOW_ON
float4 break4_g13236 = temp_output_2_0_g13234;
float3 appendResult5_g13236 = (float3(break4_g13236.r , break4_g13236.g , break4_g13236.b));
float2 appendResult2_g13235 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w));
float4 appendResult85_g13234 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g13235 ) * _ShadowOffset ) ) ).a )));
float4 break6_g13236 = appendResult85_g13234;
float3 appendResult7_g13236 = (float3(break6_g13236.r , break6_g13236.g , break6_g13236.b));
float temp_output_11_0_g13236 = ( ( 1.0 - break4_g13236.a ) * break6_g13236.a );
float temp_output_32_0_g13236 = ( break4_g13236.a + temp_output_11_0_g13236 );
float4 appendResult18_g13236 = (float4(( ( ( appendResult5_g13236 * break4_g13236.a ) + ( appendResult7_g13236 * temp_output_11_0_g13236 ) ) * ( 1.0 / max( temp_output_32_0_g13236 , 0.01 ) ) ) , temp_output_32_0_g13236));
float4 staticSwitch82_g13234 = appendResult18_g13236;
#else
float4 staticSwitch82_g13234 = temp_output_2_0_g13234;
#endif
float4 break4_g13237 = staticSwitch82_g13234;
#ifdef _ENABLECUSTOMFADE_ON
float staticSwitch8_g13095 = 1.0;
#else
float staticSwitch8_g13095 = IN.color.a;
#endif
#ifdef _ENABLESMOKE_ON
float staticSwitch9_g13095 = 1.0;
#else
float staticSwitch9_g13095 = staticSwitch8_g13095;
#endif
float customVertexAlpha193 = staticSwitch9_g13095;
float4 appendResult5_g13237 = (float4(break4_g13237.r , break4_g13237.g , break4_g13237.b , ( break4_g13237.a * customVertexAlpha193 )));
float4 temp_output_344_0 = appendResult5_g13237;
float4 temp_output_1_0_g13239 = temp_output_344_0;
float4 appendResult8_g13239 = (float4(( (temp_output_1_0_g13239).rgb * (UIVertexColor501).rgb ) , temp_output_1_0_g13239.a));
#ifdef _VERTEXTINTFIRST_ON
float4 staticSwitch342 = temp_output_344_0;
#else
float4 staticSwitch342 = appendResult8_g13239;
#endif
float4 temp_output_1_0_g13240 = originalColor191;
float4 appendResult8_g13240 = (float4(( (temp_output_1_0_g13240).rgb * (UIVertexColor501).rgb ) , temp_output_1_0_g13240.a));
float4 lerpResult125 = lerp( appendResult8_g13240 , 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_g13245 = staticSwitch143;
#ifdef _BAKEDMATERIAL_ON
float4 appendResult2_g13245 = (float4(( (temp_output_7_0_g13245).rgb / max( temp_output_7_0_g13245.a , 1E-05 ) ) , temp_output_7_0_g13245.a));
float4 staticSwitch6_g13245 = appendResult2_g13245;
#else
float4 staticSwitch6_g13245 = temp_output_7_0_g13245;
#endif
half4 color = staticSwitch6_g13245;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
CustomEditor "SpriteShadersUltimate.SSUShaderGUI"
Fallback Off
}
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WireConnection;500;3;499;0
WireConnection;494;1;471;0
WireConnection;501;0;500;0
WireConnection;356;1;494;0
WireConnection;356;2;501;0
WireConnection;354;1;494;0
WireConnection;354;0;356;0
WireConnection;191;0;354;0
WireConnection;343;1;191;0
WireConnection;343;6;179;0
WireConnection;343;7;149;0
WireConnection;239;10;240;0
WireConnection;239;8;180;0
WireConnection;239;7;148;0
WireConnection;239;1;343;0
WireConnection;361;39;240;0
WireConnection;361;40;242;0
WireConnection;361;1;148;0
WireConnection;361;24;178;0
WireConnection;361;3;239;0
WireConnection;361;5;181;0
WireConnection;51;42;240;0
WireConnection;51;40;183;0
WireConnection;51;1;361;0
WireConnection;51;43;495;2
WireConnection;51;44;496;0
WireConnection;56;1;361;0
WireConnection;56;0;51;0
WireConnection;104;34;244;0
WireConnection;104;31;161;0
WireConnection;104;33;163;0
WireConnection;104;29;162;0
WireConnection;104;1;56;0
WireConnection;57;1;56;0
WireConnection;57;0;104;0
WireConnection;164;0;79;0
WireConnection;473;40;247;0
WireConnection;473;41;246;0
WireConnection;473;3;57;0
WireConnection;473;37;171;0
WireConnection;167;0;81;0
WireConnection;78;1;473;0
WireConnection;78;2;166;0
WireConnection;77;1;473;0
WireConnection;77;0;78;0
WireConnection;76;1;77;0
WireConnection;76;2;168;0
WireConnection;75;1;77;0
WireConnection;75;0;76;0
WireConnection;248;18;249;0
WireConnection;248;1;75;0
WireConnection;248;17;169;0
WireConnection;193;0;343;12
WireConnection;478;14;480;0
WireConnection;478;15;479;0
WireConnection;478;3;248;0
WireConnection;344;1;478;0
WireConnection;344;2;196;0
WireConnection;199;82;200;0
WireConnection;199;1;476;0
WireConnection;353;1;344;0
WireConnection;353;2;502;0
WireConnection;198;1;200;0
WireConnection;198;0;199;0
WireConnection;342;1;353;0
WireConnection;342;0;344;0
WireConnection;504;1;194;0
WireConnection;504;2;503;0
WireConnection;125;0;504;0
WireConnection;125;1;342;0
WireConnection;125;2;124;0
WireConnection;424;8;251;0
WireConnection;424;2;198;0
WireConnection;121;1;424;0
WireConnection;121;2;141;0
WireConnection;143;1;342;0
WireConnection;143;0;125;0
WireConnection;143;2;125;0
WireConnection;143;3;125;0
WireConnection;143;4;125;0
WireConnection;340;7;143;0
WireConnection;142;1;424;0
WireConnection;142;0;121;0
WireConnection;142;2;121;0
WireConnection;142;3;121;0
WireConnection;142;4;121;0
WireConnection;489;0;340;0
WireConnection;489;1;142;0
ASEEND*/
//CHKSM=0DB72BE95841A94D1AE9A30728362A8E4C6AF3F2