342 lines
18 KiB
Plaintext
342 lines
18 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.2.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Hidden/Baking Barrels"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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_BaseColorMap("Base Color Map", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_AmbientOcclusion("Ambient Occlusion", 2D) = "white" {}
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_SpecularSmoothness("Specular Smoothness", 2D) = "white" {}
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_Normal("Normal", 2D) = "bump" {}
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_Cutoff("Cutoff", Float) = 0.5
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="HDRenderPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Back
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HLSLINCLUDE
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#pragma target 4.5
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ENDHLSL
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Pass
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{
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Name "ForwardOnly"
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Tags { "LightMode"="ForwardOnly" }
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Blend One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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Stencil
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{
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Ref 2
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WriteMask 7
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Comp Always
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Pass Replace
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}
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HLSLPROGRAM
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#define AI_ALPHATEST_ON 1
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#define ASE_SRP_VERSION 120112
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#pragma exclude_renderers glcore gles gles3 xboxseries playstation ps5
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#pragma multi_compile_instancing
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#pragma vertex Vert
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#pragma fragment Frag
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_VERT_POSITION
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#ifndef SHADERCONFIG_CS_HLSL
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#define SHADERCONFIG_CS_HLSL
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#define PROBEVOLUMESEVALUATIONMODES_DISABLED (0)
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#define PROBEVOLUMESEVALUATIONMODES_LIGHT_LOOP (1)
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#define PROBEVOLUMESEVALUATIONMODES_MATERIAL_PASS (2)
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#define SHADEROPTIONS_CAMERA_RELATIVE_RENDERING 0
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl"
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#define SHADERPASS SHADERPASS_FORWARD
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#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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//#define USE_LEGACY_UNITY_MATRIX_VARIABLES
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// newer HDRP versions need legacy matrices to render with command buffers properly???
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariablesMatrixDefsHDCamera.hlsl"
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float4x4 glstate_matrix_projection;
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float4x4 unity_MatrixV;
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float4x4 unity_MatrixInvV;
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float4x4 unity_MatrixVP;
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#undef UNITY_MATRIX_V
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#define UNITY_MATRIX_V unity_MatrixV
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#undef UNITY_MATRIX_I_V
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#define UNITY_MATRIX_I_V unity_MatrixInvV
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#undef UNITY_MATRIX_P
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#define UNITY_MATRIX_P OptimizeProjectionMatrix(glstate_matrix_projection)
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#undef UNITY_MATRIX_VP
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#define UNITY_MATRIX_VP unity_MatrixVP
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl"
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sampler2D _BaseColorMap;
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sampler2D _Normal;
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sampler2D _AmbientOcclusion;
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sampler2D _Mask;
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sampler2D _SpecularSmoothness;
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CBUFFER_START( UnityPerMaterial )
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float4 _BaseColorMap_ST;
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float4 _Normal_ST;
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float4 _AmbientOcclusion_ST;
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float4 _Mask_ST;
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float4 _SpecularSmoothness_ST;
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float _Cutoff;
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CBUFFER_END
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struct GraphVertexInput
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{
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float4 vertex : POSITION;
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float4 normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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float4 ase_tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct GraphVertexOutput
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{
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float4 position : POSITION;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_texcoord2 : TEXCOORD2;
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float4 ase_texcoord3 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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GraphVertexOutput Vert( GraphVertexInput v )
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{
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UNITY_SETUP_INSTANCE_ID( v );
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GraphVertexOutput o;
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
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o.ase_texcoord1.xyz = ase_worldTangent;
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float3 ase_worldNormal = TransformObjectToWorldNormal(v.normal.xyz);
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o.ase_texcoord2.xyz = ase_worldNormal;
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float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
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float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
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o.ase_texcoord3.xyz = ase_worldBitangent;
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float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.vertex.xyz));
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float eyeDepth = -objectToViewPos.z;
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o.ase_texcoord.z = eyeDepth;
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o.ase_texcoord.xy = v.ase_texcoord.xy;
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o.ase_color = v.ase_color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord.w = 0;
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o.ase_texcoord1.w = 0;
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o.ase_texcoord2.w = 0;
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o.ase_texcoord3.w = 0;
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.position = TransformObjectToHClip( v.vertex.xyz );
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return o;
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}
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void Frag( GraphVertexOutput IN ,
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out half4 outGBuffer0 : SV_Target0,
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out half4 outGBuffer1 : SV_Target1,
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out half4 outGBuffer2 : SV_Target2,
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out half4 outGBuffer3 : SV_Target3,
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out half4 outGBuffer4 : SV_Target4,
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out half4 outGBuffer5 : SV_Target5,
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out half4 outGBuffer6 : SV_Target6,
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out half4 outGBuffer7 : SV_Target7,
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out float outDepth : SV_Depth
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)
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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float2 uv_BaseColorMap = IN.ase_texcoord.xy * _BaseColorMap_ST.xy + _BaseColorMap_ST.zw;
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float4 tex2DNode179 = tex2D( _BaseColorMap, uv_BaseColorMap );
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float4 appendResult188 = (float4(tex2DNode179.rgb , 1.0));
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float2 uv_Normal = IN.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
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float3 temp_cast_1 = (0.35).xxx;
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float3 temp_cast_2 = (-0.15).xxx;
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float2 uv_AmbientOcclusion = IN.ase_texcoord.xy * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
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float occlusion146 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
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float3 specular152 = (float4(0,0,0,0)).rgb;
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float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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float3 smoothstepResult166 = smoothstep( temp_cast_1 , temp_cast_2 , ( ( 1.0 - ( occlusion146 * saturate( (IN.ase_color.r*0.6 + 0.79) ) ) ) + specular152 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
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float3 paintMask172 = smoothstepResult166;
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float3 lerpResult182 = lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , float3(0,0,1) , ( paintMask172 * occlusion146 ));
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float3 ase_worldTangent = IN.ase_texcoord1.xyz;
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float3 ase_worldNormal = IN.ase_texcoord2.xyz;
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float3 ase_worldBitangent = IN.ase_texcoord3.xyz;
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float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
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float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
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float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
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float3 tanNormal8_g4 = lerpResult182;
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float3 worldNormal8_g4 = float3(dot(tanToWorld0,tanNormal8_g4), dot(tanToWorld1,tanNormal8_g4), dot(tanToWorld2,tanNormal8_g4));
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float eyeDepth = IN.ase_texcoord.z;
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float temp_output_4_0_g4 = ( -1.0 / UNITY_MATRIX_P[2].z );
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float temp_output_7_0_g4 = ( ( eyeDepth + temp_output_4_0_g4 ) / temp_output_4_0_g4 );
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float4 appendResult11_g4 = (float4((worldNormal8_g4*0.5 + 0.5) , temp_output_7_0_g4));
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float2 uv_SpecularSmoothness = IN.ase_texcoord.xy * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
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float smoothness163 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness ).a;
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float2 appendResult168 = (float2(specular152.x , smoothness163));
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float2 appendResult175 = (float2(0.1 , 0.1));
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float2 lerpResult181 = lerp( appendResult168 , appendResult175 , paintMask172.xy);
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float4 appendResult186 = (float4(lerpResult181 , occlusion146 , paintMask172.x));
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outGBuffer0 = appendResult188;
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outGBuffer1 = appendResult11_g4;
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outGBuffer2 = appendResult186;
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outGBuffer3 = 0;
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outGBuffer4 = 0;
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outGBuffer5 = 0;
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outGBuffer6 = 0;
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outGBuffer7 = 0;
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float alpha = ( tex2DNode179.a - _Cutoff );
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#if AI_ALPHATEST_ON
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clip( alpha );
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#endif
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outDepth = IN.position.z;
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}
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ENDHLSL
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}
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}
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CustomEditor "ASEMaterialInspector"
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Fallback Off
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}
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/*ASEBEGIN
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Version=19201
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