349 lines
18 KiB
GLSL
349 lines
18 KiB
GLSL
// Made with Amplify Shader Editor v1.9.1.9
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Custom/My Transparent Shader"
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{
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Properties
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{
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[StyledCategory(Fog Settings, false, _HeightFogStandalone, 10, 10)]_FogCat("[ Fog Cat]", Float) = 1
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[StyledCategory(Skybox Settings, false, _HeightFogStandalone, 10, 10)]_SkyboxCat("[ Skybox Cat ]", Float) = 1
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[StyledCategory(Directional Settings, false, _HeightFogStandalone, 10, 10)]_DirectionalCat("[ Directional Cat ]", Float) = 1
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[StyledCategory(Noise Settings, false, _HeightFogStandalone, 10, 10)]_NoiseCat("[ Noise Cat ]", Float) = 1
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[StyledCategory(Advanced Settings, false, _HeightFogStandalone, 10, 10)]_AdvancedCat("[ Advanced Cat ]", Float) = 1
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[HDR]_Color("Color", Color) = (1,0,0,0)
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[Space(10)]_NoiseIntensity("Noise Intensity", Range( 0 , 0.2)) = 0
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_NoiseScale("Noise Scale", Float) = 6
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_NoiseSpeed("Noise Speed", Vector) = (0.5,0.5,0,0)
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_VertexIntensity("Vertex Intensity", Range( 0 , 0.2)) = 0
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "ForceNoShadowCasting" = "True" "IsEmissive" = "true" }
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Cull Back
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GrabPass{ }
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#pragma target 3.0
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#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
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#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex);
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#else
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#define ASE_DECLARE_SCREENSPACE_TEXTURE(tex) UNITY_DECLARE_SCREENSPACE_TEXTURE(tex)
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#endif
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//Atmospheric Height Fog Defines
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//#define AHF_DISABLE_NOISE3D
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//#define AHF_DISABLE_DIRECTIONAL
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//#define AHF_DISABLE_SKYBOXFOG
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//#define AHF_DISABLE_FALLOFF
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//#define AHF_DEBUG_WORLDPOS
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#pragma surface surf Unlit alpha:fade keepalpha noshadow novertexlights nolightmap nodynlightmap nodirlightmap nofog nometa vertex:vertexDataFunc
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struct Input
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{
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float3 worldPos;
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float4 screenPos;
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float3 worldNormal;
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};
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uniform half _FogCat;
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uniform half _SkyboxCat;
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uniform half _AdvancedCat;
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uniform half _NoiseCat;
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uniform half _DirectionalCat;
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uniform half _NoiseScale;
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uniform half3 _NoiseSpeed;
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uniform float _VertexIntensity;
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uniform float4 _Color;
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ASE_DECLARE_SCREENSPACE_TEXTURE( _GrabTexture )
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uniform float _NoiseIntensity;
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uniform half4 AHF_FogColorStart;
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uniform half4 AHF_FogColorEnd;
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uniform half AHF_FogDistanceStart;
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uniform half AHF_FogDistanceEnd;
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uniform half AHF_FogDistanceFalloff;
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uniform half AHF_FogColorDuo;
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uniform half4 AHF_DirectionalColor;
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uniform half3 AHF_DirectionalDir;
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uniform half AHF_DirectionalIntensity;
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uniform half AHF_DirectionalFalloff;
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uniform half3 AHF_FogAxisOption;
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uniform half AHF_FogHeightEnd;
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uniform half AHF_FarDistanceHeight;
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uniform float AHF_FarDistanceOffset;
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uniform half AHF_FogHeightStart;
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uniform half AHF_FogHeightFalloff;
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uniform half AHF_FogLayersMode;
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uniform half AHF_NoiseScale;
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uniform half3 AHF_NoiseSpeed;
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uniform half AHF_NoiseMin;
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uniform half AHF_NoiseMax;
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uniform half AHF_NoiseDistanceEnd;
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uniform half AHF_NoiseIntensity;
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uniform half AHF_FogIntensity;
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float4 mod289( float4 x )
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{
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return x - floor(x * (1.0 / 289.0)) * 289.0;
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}
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float4 perm( float4 x )
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{
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return mod289(((x * 34.0) + 1.0) * x);
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}
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float SimpleNoise3D( float3 p )
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{
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float3 a = floor(p);
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float3 d = p - a;
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d = d * d * (3.0 - 2.0 * d);
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float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
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float4 k1 = perm(b.xyxy);
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float4 k2 = perm(k1.xyxy + b.zzww);
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float4 c = k2 + a.zzzz;
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float4 k3 = perm(c);
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float4 k4 = perm(c + 1.0);
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float4 o1 = frac(k3 * (1.0 / 41.0));
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float4 o2 = frac(k4 * (1.0 / 41.0));
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float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
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float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
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return o4.y * d.y + o4.x * (1.0 - d.y);
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}
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float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
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float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
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float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
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float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
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float snoise( float3 v )
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{
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const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
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float3 i = floor( v + dot( v, C.yyy ) );
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float3 x0 = v - i + dot( i, C.xxx );
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float3 g = step( x0.yzx, x0.xyz );
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float3 l = 1.0 - g;
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float3 i1 = min( g.xyz, l.zxy );
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float3 i2 = max( g.xyz, l.zxy );
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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i = mod3D289( i);
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float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
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float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
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float4 x_ = floor( j / 7.0 );
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float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
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float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 h = 1.0 - abs( x ) - abs( y );
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float4 b0 = float4( x.xy, y.xy );
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float4 b1 = float4( x.zw, y.zw );
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float4 s0 = floor( b0 ) * 2.0 + 1.0;
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float4 s1 = floor( b1 ) * 2.0 + 1.0;
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float4 sh = -step( h, 0.0 );
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3( a0.xy, h.x );
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float3 g1 = float3( a0.zw, h.y );
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float3 g2 = float3( a1.xy, h.z );
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float3 g3 = float3( a1.zw, h.w );
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float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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m = m* m;
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m = m* m;
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float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
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return 42.0 * dot( m, px);
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}
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inline float4 ASE_ComputeGrabScreenPos( float4 pos )
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{
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#if UNITY_UV_STARTS_AT_TOP
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float scale = -1.0;
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#else
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float scale = 1.0;
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#endif
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float4 o = pos;
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o.y = pos.w * 0.5f;
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o.y = ( pos.y - o.y ) * _ProjectionParams.x * scale + o.y;
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return o;
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}
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
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float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _Time.y ) ) );
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float3 ase_vertexNormal = v.normal.xyz;
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v.vertex.xyz += ( ( simplePerlin3D27 * _VertexIntensity ) * ase_vertexNormal );
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v.vertex.w = 1;
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}
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inline half4 LightingUnlit( SurfaceOutput s, half3 lightDir, half atten )
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{
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return half4 ( 0, 0, 0, s.Alpha );
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}
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void surf( Input i , inout SurfaceOutput o )
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{
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float3 ase_worldPos = i.worldPos;
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float simplePerlin3D27 = snoise( ( ( ase_worldPos * _NoiseScale ) + ( -_NoiseSpeed * _Time.y ) ) );
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float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
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float4 ase_grabScreenPos = ASE_ComputeGrabScreenPos( ase_screenPos );
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float4 ase_grabScreenPosNorm = ase_grabScreenPos / ase_grabScreenPos.w;
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float4 screenColor22 = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_GrabTexture,( ( _NoiseIntensity * simplePerlin3D27 ) + ase_grabScreenPosNorm ).xy);
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float3 WorldPosition2_g1049 = ase_worldPos;
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float temp_output_7_0_g1052 = AHF_FogDistanceStart;
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float temp_output_155_0_g1049 = saturate( ( ( distance( WorldPosition2_g1049 , _WorldSpaceCameraPos ) - temp_output_7_0_g1052 ) / ( AHF_FogDistanceEnd - temp_output_7_0_g1052 ) ) );
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#ifdef AHF_DISABLE_FALLOFF
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float staticSwitch467_g1049 = temp_output_155_0_g1049;
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#else
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float staticSwitch467_g1049 = ( 1.0 - pow( ( 1.0 - abs( temp_output_155_0_g1049 ) ) , AHF_FogDistanceFalloff ) );
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#endif
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half FogDistanceMask12_g1049 = staticSwitch467_g1049;
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float3 lerpResult258_g1049 = lerp( (AHF_FogColorStart).rgb , (AHF_FogColorEnd).rgb , ( ( FogDistanceMask12_g1049 * FogDistanceMask12_g1049 * FogDistanceMask12_g1049 ) * AHF_FogColorDuo ));
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float3 normalizeResult318_g1049 = normalize( ( WorldPosition2_g1049 - _WorldSpaceCameraPos ) );
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float dotResult145_g1049 = dot( normalizeResult318_g1049 , AHF_DirectionalDir );
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half Jitter502_g1049 = 0.0;
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float temp_output_140_0_g1049 = ( saturate( (( dotResult145_g1049 + Jitter502_g1049 )*0.5 + 0.5) ) * AHF_DirectionalIntensity );
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#ifdef AHF_DISABLE_FALLOFF
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float staticSwitch470_g1049 = temp_output_140_0_g1049;
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#else
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float staticSwitch470_g1049 = pow( abs( temp_output_140_0_g1049 ) , AHF_DirectionalFalloff );
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#endif
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float DirectionalMask30_g1049 = staticSwitch470_g1049;
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float3 lerpResult40_g1049 = lerp( lerpResult258_g1049 , (AHF_DirectionalColor).rgb , DirectionalMask30_g1049);
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#ifdef AHF_DISABLE_DIRECTIONAL
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float3 staticSwitch442_g1049 = lerpResult258_g1049;
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#else
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float3 staticSwitch442_g1049 = lerpResult40_g1049;
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#endif
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half3 Input_Color6_g1050 = staticSwitch442_g1049;
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#ifdef UNITY_COLORSPACE_GAMMA
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float3 staticSwitch1_g1050 = Input_Color6_g1050;
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#else
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float3 staticSwitch1_g1050 = ( Input_Color6_g1050 * ( ( Input_Color6_g1050 * ( ( Input_Color6_g1050 * 0.305306 ) + 0.6821711 ) ) + 0.01252288 ) );
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#endif
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half3 Final_Color462_g1049 = staticSwitch1_g1050;
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half3 AHF_FogAxisOption181_g1049 = AHF_FogAxisOption;
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float3 break159_g1049 = ( WorldPosition2_g1049 * AHF_FogAxisOption181_g1049 );
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float temp_output_7_0_g1053 = AHF_FogDistanceEnd;
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float temp_output_643_0_g1049 = saturate( ( ( distance( WorldPosition2_g1049 , _WorldSpaceCameraPos ) - temp_output_7_0_g1053 ) / ( ( AHF_FogDistanceEnd + AHF_FarDistanceOffset ) - temp_output_7_0_g1053 ) ) );
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half FogDistanceMaskFar645_g1049 = ( temp_output_643_0_g1049 * temp_output_643_0_g1049 );
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float lerpResult690_g1049 = lerp( AHF_FogHeightEnd , ( AHF_FogHeightEnd + AHF_FarDistanceHeight ) , FogDistanceMaskFar645_g1049);
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float temp_output_7_0_g1054 = lerpResult690_g1049;
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float temp_output_167_0_g1049 = saturate( ( ( ( break159_g1049.x + break159_g1049.y + break159_g1049.z ) - temp_output_7_0_g1054 ) / ( AHF_FogHeightStart - temp_output_7_0_g1054 ) ) );
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#ifdef AHF_DISABLE_FALLOFF
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float staticSwitch468_g1049 = temp_output_167_0_g1049;
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#else
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float staticSwitch468_g1049 = pow( abs( temp_output_167_0_g1049 ) , AHF_FogHeightFalloff );
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#endif
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half FogHeightMask16_g1049 = staticSwitch468_g1049;
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float lerpResult328_g1049 = lerp( ( FogDistanceMask12_g1049 * FogHeightMask16_g1049 ) , saturate( ( FogDistanceMask12_g1049 + FogHeightMask16_g1049 ) ) , AHF_FogLayersMode);
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float mulTime204_g1049 = _Time.y * 2.0;
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float3 temp_output_197_0_g1049 = ( ( WorldPosition2_g1049 * ( 1.0 / AHF_NoiseScale ) ) + ( -AHF_NoiseSpeed * mulTime204_g1049 ) );
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float3 p1_g1058 = temp_output_197_0_g1049;
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float localSimpleNoise3D1_g1058 = SimpleNoise3D( p1_g1058 );
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float temp_output_7_0_g1057 = AHF_NoiseMin;
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float temp_output_7_0_g1056 = AHF_NoiseDistanceEnd;
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half NoiseDistanceMask7_g1049 = saturate( ( ( distance( WorldPosition2_g1049 , _WorldSpaceCameraPos ) - temp_output_7_0_g1056 ) / ( 0.0 - temp_output_7_0_g1056 ) ) );
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float lerpResult198_g1049 = lerp( 1.0 , saturate( ( ( localSimpleNoise3D1_g1058 - temp_output_7_0_g1057 ) / ( AHF_NoiseMax - temp_output_7_0_g1057 ) ) ) , ( NoiseDistanceMask7_g1049 * AHF_NoiseIntensity ));
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half NoiseSimplex3D24_g1049 = lerpResult198_g1049;
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#ifdef AHF_DISABLE_NOISE3D
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float staticSwitch42_g1049 = lerpResult328_g1049;
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#else
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float staticSwitch42_g1049 = ( lerpResult328_g1049 * NoiseSimplex3D24_g1049 );
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#endif
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float temp_output_454_0_g1049 = ( staticSwitch42_g1049 * AHF_FogIntensity );
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half Final_Alpha463_g1049 = temp_output_454_0_g1049;
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float4 appendResult114_g1049 = (float4(Final_Color462_g1049 , Final_Alpha463_g1049));
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float4 appendResult457_g1049 = (float4(WorldPosition2_g1049 , 1.0));
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#ifdef AHF_DEBUG_WORLDPOS
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float4 staticSwitch456_g1049 = appendResult457_g1049;
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#else
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float4 staticSwitch456_g1049 = appendResult114_g1049;
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#endif
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float3 temp_output_96_86_g1048 = (staticSwitch456_g1049).xyz;
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float temp_output_96_87_g1048 = (staticSwitch456_g1049).w;
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float3 lerpResult82_g1048 = lerp( saturate( ( _Color * screenColor22 ) ).rgb , temp_output_96_86_g1048 , temp_output_96_87_g1048);
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o.Emission = lerpResult82_g1048;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = i.worldNormal;
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float fresnelNdotV79 = dot( ase_worldNormal, ase_worldViewDir );
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float fresnelNode79 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV79, 5.0 ) );
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o.Alpha = saturate( ( 1.0 - fresnelNode79 ) );
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}
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ENDCG
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}
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}
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/*ASEBEGIN
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Version=19109
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Node;AmplifyShaderEditor.Vector3Node;30;-1280,1664;Half;False;Property;_NoiseSpeed;Noise Speed;46;0;Create;True;0;0;0;False;0;False;0.5,0.5,0;0.5,0.5,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.WorldPosInputsNode;39;-1280,1280;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.RangedFloatNode;32;-1280,1440;Half;False;Property;_NoiseScale;Noise Scale;45;0;Create;True;0;0;0;False;0;False;6;1.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleTimeNode;31;-1280,1824;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.NegateNode;36;-1088,1664;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;35;-960,1344;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;37;-960,1664;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;33;-768,1536;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;41;0,1024;Inherit;False;Property;_NoiseIntensity;Noise Intensity;44;0;Create;True;0;0;0;False;1;Space(10);False;0;0.103;0;0.2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.NoiseGeneratorNode;27;-640,1536;Inherit;False;Simplex3D;False;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;40;288,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GrabScreenPosition;23;256,1152;Inherit;False;0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;24;448,1024;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.ScreenColorNode;22;640,1152;Inherit;False;Global;_GrabScreen0;Grab Screen 0;1;0;Create;True;0;0;0;False;0;False;Object;-1;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.FresnelNode;79;1408,1664;Inherit;False;Standard;WorldNormal;ViewDir;False;False;5;0;FLOAT3;0,0,1;False;4;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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