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a/U3D_DrivingSystem/Assets/GameAssets/Art/Wet Roads/Shader.meta b/U3D_DrivingSystem/Assets/GameAssets/Art/Wet Roads/Shader.meta new file mode 100644 index 00000000..74bdab98 --- /dev/null +++ b/U3D_DrivingSystem/Assets/GameAssets/Art/Wet Roads/Shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f6c506f5562be7e42b3825ebd3de05b6 +folderAsset: yes +timeCreated: 1517571347 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/U3D_DrivingSystem/Assets/GameAssets/Art/Wet Roads/Shader/Road_Shader.shader b/U3D_DrivingSystem/Assets/GameAssets/Art/Wet Roads/Shader/Road_Shader.shader new file mode 100644 index 00000000..c15d9b02 --- /dev/null +++ b/U3D_DrivingSystem/Assets/GameAssets/Art/Wet Roads/Shader/Road_Shader.shader @@ -0,0 +1,453 @@ +// Shader created with Shader Forge v1.38 +// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/ +// Note: Manually altering this data may prevent you from opening it in Shader Forge 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+ +Shader "Custom/Road_Shader" { + Properties { + _MainTex ("Base Color", 2D) = "white" {} + _Color ("Color", Color) = (1,1,1,1) + _BumpMap ("Normal Map", 2D) = "bump" {} + _Normal_Int ("Normal_Int", Range(0, 0.2)) = 0 + _Skidmarks ("Skidmarks", 2D) = "white" {} + _Dot ("Dot", 2D) = "white" {} + _Little ("Little", 2D) = "white" {} + _Emission ("Emission", 2D) = "white" {} + _Emission_Int ("Emission_Int", Range(0, 1)) = 0 + _DotSlider ("DotSlider", Range(0, 1)) = 0 + _Skid ("Skid", Range(0, 1)) = 0 + _Little_Rough ("Little_Rough", Range(0.2, 1)) = 0.3445815 + _Specular ("Specular", Range(0, 0.3)) = 0 + } + SubShader { + Tags { + "RenderType"="Opaque" + } + Pass { + Name "FORWARD" + Tags { + "LightMode"="ForwardBase" + } + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDBASE + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdbase_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Little_Rough; + uniform sampler2D _Dot; uniform float4 _Dot_ST; + uniform sampler2D _Skidmarks; uniform float4 _Skidmarks_ST; + uniform sampler2D _Little; uniform float4 _Little_ST; + uniform float _Skid; + uniform float _DotSlider; + uniform float _Specular; + uniform float _Normal_Int; + uniform sampler2D _Emission; uniform float4 _Emission_ST; + uniform float _Emission_Int; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH) + float4 ambientOrLightmapUV : TEXCOORD10; + #endif + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + #ifdef LIGHTMAP_ON + o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw; + o.ambientOrLightmapUV.zw = 0; + #elif UNITY_SHOULD_SAMPLE_SH + #endif + #ifdef DYNAMICLIGHTMAP_ON + o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; + #endif + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = lerp(float3(0.03137255,0,1),_BumpMap_var.rgb,_Normal_Int); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 viewReflectDirection = reflect( -viewDirection, normalDirection ); + float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float4 _Skidmarks_var = tex2D(_Skidmarks,TRANSFORM_TEX(i.uv0, _Skidmarks)); + float4 _Dot_var = tex2D(_Dot,TRANSFORM_TEX(i.uv0, _Dot)); + float4 _Little_var = tex2D(_Little,TRANSFORM_TEX(i.uv0, _Little)); + float gloss = 1.0 - dot((saturate((1.0-((1.0-saturate(max(_Dot_var.rgb,_DotSlider)))/saturate(max(_Skidmarks_var.rgb,_Skid)))))*saturate(( _Little_Rough > 0.5 ? (1.0-(1.0-2.0*(_Little_Rough-0.5))*(1.0-_Little_var.rgb)) : (2.0*_Little_Rough*_Little_var.rgb) ))),float3(0.3,0.59,0.11)); // Convert roughness to gloss + float perceptualRoughness = dot((saturate((1.0-((1.0-saturate(max(_Dot_var.rgb,_DotSlider)))/saturate(max(_Skidmarks_var.rgb,_Skid)))))*saturate(( _Little_Rough > 0.5 ? (1.0-(1.0-2.0*(_Little_Rough-0.5))*(1.0-_Little_var.rgb)) : (2.0*_Little_Rough*_Little_var.rgb) ))),float3(0.3,0.59,0.11)); + float roughness = perceptualRoughness * perceptualRoughness; + float specPow = exp2( gloss * 10.0 + 1.0 ); +/////// GI Data: + UnityLight light; + #ifdef LIGHTMAP_OFF + light.color = lightColor; + light.dir = lightDirection; + light.ndotl = LambertTerm (normalDirection, light.dir); + #else + light.color = half3(0.f, 0.f, 0.f); + light.ndotl = 0.0f; + light.dir = half3(0.f, 0.f, 0.f); + #endif + UnityGIInput d; + d.light = light; + d.worldPos = i.posWorld.xyz; + d.worldViewDir = viewDirection; + d.atten = attenuation; + #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON) + d.ambient = 0; + d.lightmapUV = i.ambientOrLightmapUV; + #else + d.ambient = i.ambientOrLightmapUV; + #endif + #if UNITY_SPECCUBE_BLENDING || UNITY_SPECCUBE_BOX_PROJECTION + d.boxMin[0] = unity_SpecCube0_BoxMin; + d.boxMin[1] = unity_SpecCube1_BoxMin; + #endif + #if UNITY_SPECCUBE_BOX_PROJECTION + d.boxMax[0] = unity_SpecCube0_BoxMax; + d.boxMax[1] = unity_SpecCube1_BoxMax; + d.probePosition[0] = unity_SpecCube0_ProbePosition; + d.probePosition[1] = unity_SpecCube1_ProbePosition; + #endif + d.probeHDR[0] = unity_SpecCube0_HDR; + d.probeHDR[1] = unity_SpecCube1_HDR; + Unity_GlossyEnvironmentData ugls_en_data; + ugls_en_data.roughness = 1.0 - gloss; + ugls_en_data.reflUVW = viewReflectDirection; + UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data ); + lightDirection = gi.light.dir; + lightColor = gi.light.color; +////// Specular: + float NdotL = saturate(dot( normalDirection, lightDirection )); + float LdotH = saturate(dot(lightDirection, halfDirection)); + float3 specularColor = float3(_Specular,_Specular,_Specular); + float specularMonochrome; + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome); + specularMonochrome = 1.0-specularMonochrome; + float NdotV = abs(dot( normalDirection, viewDirection )); + float NdotH = saturate(dot( normalDirection, halfDirection )); + float VdotH = saturate(dot( viewDirection, halfDirection )); + float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); + float normTerm = GGXTerm(NdotH, roughness); + float specularPBL = (visTerm*normTerm) * UNITY_PI; + #ifdef UNITY_COLORSPACE_GAMMA + specularPBL = sqrt(max(1e-4h, specularPBL)); + #endif + specularPBL = max(0, specularPBL * NdotL); + #if defined(_SPECULARHIGHLIGHTS_OFF) + specularPBL = 0.0; + #endif + half surfaceReduction; + #ifdef UNITY_COLORSPACE_GAMMA + surfaceReduction = 1.0-0.28*roughness*perceptualRoughness; + #else + surfaceReduction = 1.0/(roughness*roughness + 1.0); + #endif + specularPBL *= any(specularColor) ? 1.0 : 0.0; + float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); + half grazingTerm = saturate( gloss + specularMonochrome ); + float3 indirectSpecular = (gi.indirect.specular); + indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV); + indirectSpecular *= surfaceReduction; + float3 specular = (directSpecular + indirectSpecular); +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float nlPow5 = Pow5(1-NdotL); + float nvPow5 = Pow5(1-NdotV); + float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; + float3 indirectDiffuse = float3(0,0,0); + indirectDiffuse += gi.indirect.diffuse; + diffuseColor *= 1-specularMonochrome; + float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor; +////// Emissive: + float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission)); + float3 emissive = (_Emission_var.rgb*_Emission_Int); +/// Final Color: + float3 finalColor = diffuse + specular + emissive; + fixed4 finalRGBA = fixed4(finalColor,1); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "FORWARD_DELTA" + Tags { + "LightMode"="ForwardAdd" + } + Blend One One + + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_FORWARDADD + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "AutoLight.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #pragma multi_compile_fwdadd_fullshadows + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST; + uniform float _Little_Rough; + uniform sampler2D _Dot; uniform float4 _Dot_ST; + uniform sampler2D _Skidmarks; uniform float4 _Skidmarks_ST; + uniform sampler2D _Little; uniform float4 _Little_ST; + uniform float _Skid; + uniform float _DotSlider; + uniform float _Specular; + uniform float _Normal_Int; + uniform sampler2D _Emission; uniform float4 _Emission_ST; + uniform float _Emission_Int; + struct VertexInput { + float4 vertex : POSITION; + float3 normal : NORMAL; + float4 tangent : TANGENT; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + float3 normalDir : TEXCOORD4; + float3 tangentDir : TEXCOORD5; + float3 bitangentDir : TEXCOORD6; + LIGHTING_COORDS(7,8) + UNITY_FOG_COORDS(9) + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.normalDir = UnityObjectToWorldNormal(v.normal); + o.tangentDir = normalize( mul( unity_ObjectToWorld, float4( v.tangent.xyz, 0.0 ) ).xyz ); + o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w); + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + float3 lightColor = _LightColor0.rgb; + o.pos = UnityObjectToClipPos( v.vertex ); + UNITY_TRANSFER_FOG(o,o.pos); + TRANSFER_VERTEX_TO_FRAGMENT(o) + return o; + } + float4 frag(VertexOutput i) : COLOR { + i.normalDir = normalize(i.normalDir); + float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir); + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap))); + float3 normalLocal = lerp(float3(0.03137255,0,1),_BumpMap_var.rgb,_Normal_Int); + float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals + float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w)); + float3 lightColor = _LightColor0.rgb; + float3 halfDirection = normalize(viewDirection+lightDirection); +////// Lighting: + float attenuation = LIGHT_ATTENUATION(i); + float3 attenColor = attenuation * _LightColor0.xyz; + float Pi = 3.141592654; + float InvPi = 0.31830988618; +///////// Gloss: + float4 _Skidmarks_var = tex2D(_Skidmarks,TRANSFORM_TEX(i.uv0, _Skidmarks)); + float4 _Dot_var = tex2D(_Dot,TRANSFORM_TEX(i.uv0, _Dot)); + float4 _Little_var = tex2D(_Little,TRANSFORM_TEX(i.uv0, _Little)); + float gloss = 1.0 - dot((saturate((1.0-((1.0-saturate(max(_Dot_var.rgb,_DotSlider)))/saturate(max(_Skidmarks_var.rgb,_Skid)))))*saturate(( _Little_Rough > 0.5 ? (1.0-(1.0-2.0*(_Little_Rough-0.5))*(1.0-_Little_var.rgb)) : (2.0*_Little_Rough*_Little_var.rgb) ))),float3(0.3,0.59,0.11)); // Convert roughness to gloss + float perceptualRoughness = dot((saturate((1.0-((1.0-saturate(max(_Dot_var.rgb,_DotSlider)))/saturate(max(_Skidmarks_var.rgb,_Skid)))))*saturate(( _Little_Rough > 0.5 ? (1.0-(1.0-2.0*(_Little_Rough-0.5))*(1.0-_Little_var.rgb)) : (2.0*_Little_Rough*_Little_var.rgb) ))),float3(0.3,0.59,0.11)); + float roughness = perceptualRoughness * perceptualRoughness; + float specPow = exp2( gloss * 10.0 + 1.0 ); +////// Specular: + float NdotL = saturate(dot( normalDirection, lightDirection )); + float LdotH = saturate(dot(lightDirection, halfDirection)); + float3 specularColor = float3(_Specular,_Specular,_Specular); + float specularMonochrome; + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffuseColor = (_MainTex_var.rgb*_Color.rgb); // Need this for specular when using metallic + diffuseColor = EnergyConservationBetweenDiffuseAndSpecular(diffuseColor, specularColor, specularMonochrome); + specularMonochrome = 1.0-specularMonochrome; + float NdotV = abs(dot( normalDirection, viewDirection )); + float NdotH = saturate(dot( normalDirection, halfDirection )); + float VdotH = saturate(dot( viewDirection, halfDirection )); + float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, roughness ); + float normTerm = GGXTerm(NdotH, roughness); + float specularPBL = (visTerm*normTerm) * UNITY_PI; + #ifdef UNITY_COLORSPACE_GAMMA + specularPBL = sqrt(max(1e-4h, specularPBL)); + #endif + specularPBL = max(0, specularPBL * NdotL); + #if defined(_SPECULARHIGHLIGHTS_OFF) + specularPBL = 0.0; + #endif + specularPBL *= any(specularColor) ? 1.0 : 0.0; + float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH); + float3 specular = directSpecular; +/////// Diffuse: + NdotL = max(0.0,dot( normalDirection, lightDirection )); + half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss); + float nlPow5 = Pow5(1-NdotL); + float nvPow5 = Pow5(1-NdotV); + float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor; + diffuseColor *= 1-specularMonochrome; + float3 diffuse = directDiffuse * diffuseColor; +/// Final Color: + float3 finalColor = diffuse + specular; + fixed4 finalRGBA = fixed4(finalColor * 1,0); + UNITY_APPLY_FOG(i.fogCoord, finalRGBA); + return finalRGBA; + } + ENDCG + } + Pass { + Name "Meta" + Tags { + "LightMode"="Meta" + } + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #define UNITY_PASS_META 1 + #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) ) + #define _GLOSSYENV 1 + #include "UnityCG.cginc" + #include "Lighting.cginc" + #include "UnityPBSLighting.cginc" + #include "UnityStandardBRDF.cginc" + #include "UnityMetaPass.cginc" + #pragma fragmentoption ARB_precision_hint_fastest + #pragma multi_compile_shadowcaster + #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON + #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE + #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON + #pragma multi_compile_fog + #pragma only_renderers d3d9 d3d11 glcore gles + #pragma target 3.0 + uniform float4 _Color; + uniform sampler2D _MainTex; uniform float4 _MainTex_ST; + uniform float _Little_Rough; + uniform sampler2D _Dot; uniform float4 _Dot_ST; + uniform sampler2D _Skidmarks; uniform float4 _Skidmarks_ST; + uniform sampler2D _Little; uniform float4 _Little_ST; + uniform float _Skid; + uniform float _DotSlider; + uniform float _Specular; + uniform sampler2D _Emission; uniform float4 _Emission_ST; + uniform float _Emission_Int; + struct VertexInput { + float4 vertex : POSITION; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float2 texcoord2 : TEXCOORD2; + }; + struct VertexOutput { + float4 pos : SV_POSITION; + float2 uv0 : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float4 posWorld : TEXCOORD3; + }; + VertexOutput vert (VertexInput v) { + VertexOutput o = (VertexOutput)0; + o.uv0 = v.texcoord0; + o.uv1 = v.texcoord1; + o.uv2 = v.texcoord2; + o.posWorld = mul(unity_ObjectToWorld, v.vertex); + o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST ); + return o; + } + float4 frag(VertexOutput i) : SV_Target { + float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz); + UnityMetaInput o; + UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o ); + + float4 _Emission_var = tex2D(_Emission,TRANSFORM_TEX(i.uv0, _Emission)); + o.Emission = (_Emission_var.rgb*_Emission_Int); + + float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex)); + float3 diffColor = (_MainTex_var.rgb*_Color.rgb); + float3 specColor = float3(_Specular,_Specular,_Specular); + float specularMonochrome = max(max(specColor.r, specColor.g),specColor.b); + diffColor *= (1.0-specularMonochrome); + float4 _Skidmarks_var = tex2D(_Skidmarks,TRANSFORM_TEX(i.uv0, _Skidmarks)); + float4 _Dot_var = tex2D(_Dot,TRANSFORM_TEX(i.uv0, _Dot)); + float4 _Little_var = tex2D(_Little,TRANSFORM_TEX(i.uv0, _Little)); + float roughness = dot((saturate((1.0-((1.0-saturate(max(_Dot_var.rgb,_DotSlider)))/saturate(max(_Skidmarks_var.rgb,_Skid)))))*saturate(( _Little_Rough > 0.5 ? 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