222 lines
12 KiB
Plaintext
222 lines
12 KiB
Plaintext
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Water material"
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{
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Properties
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{
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_MainCol("MainCol", Color) = (0,0,0,0)
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_Int_M("Int_M", Range( 0 , 2)) = 1
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_Int_R("Int_R", Range( 0 , 2)) = 1
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_Tex_N1("Tex_N1", 2D) = "bump" {}
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_Int_N1("Int_N1", Float) = 0
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_Tex_N2("Tex_N2", 2D) = "bump" {}
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_Int_N2("Int_N2", Float) = 0
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_AlphaInt("Alpha Int", Range( 0 , 1)) = 0
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_OffsetSpeed("Offset Speed", Range( 0 , 2)) = 1
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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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" }
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Cull Off
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CGINCLUDE
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#include "UnityStandardUtils.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform sampler2D _Tex_N1;
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uniform float _OffsetSpeed;
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uniform float _Int_N1;
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uniform sampler2D _Tex_N2;
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uniform float _Int_N2;
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uniform float4 _MainCol;
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uniform float _Int_M;
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uniform float _Int_R;
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uniform float _AlphaInt;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 temp_cast_0 = ((0.0*1.0 + ( _Time.y * (-2.0 + (_OffsetSpeed - 0.0) * (0.0 - -2.0) / (2.0 - 0.0)) ))).xx;
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float2 uv_TexCoord53 = i.uv_texcoord + temp_cast_0;
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float4 appendResult78 = (float4(i.uv_texcoord.x , uv_TexCoord53.y , 0.0 , 0.0));
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float3 tex2DNode2 = UnpackNormal( tex2D( _Tex_N1, appendResult78.xy ) );
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float3 appendResult19 = (float3(( tex2DNode2.r * _Int_N1 ) , ( tex2DNode2.g * _Int_N1 ) , tex2DNode2.b));
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float3 tex2DNode3 = UnpackNormal( tex2D( _Tex_N2, appendResult78.xy ) );
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float3 appendResult47 = (float3(( tex2DNode3.r * _Int_N2 ) , ( tex2DNode3.g * _Int_N2 ) , tex2DNode3.b));
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float3 Normal22 = BlendNormals( appendResult19 , appendResult47 );
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o.Normal = Normal22;
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float4 BaseTex24 = _MainCol;
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o.Albedo = BaseTex24.rgb;
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float Metalness28 = _Int_M;
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o.Metallic = Metalness28;
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float Smoothness29 = _Int_R;
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o.Smoothness = Smoothness29;
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o.Alpha = _AlphaInt;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float2 customPack1 : TEXCOORD1;
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float3 worldPos : TEXCOORD2;
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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v2f vert( appdata_full v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID( v );
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UNITY_INITIALIZE_OUTPUT( v2f, o );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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Input customInputData;
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
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o.customPack1.xy = customInputData.uv_texcoord;
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o.customPack1.xy = v.texcoord;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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half4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.customPack1.xy;
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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=18100
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1913;39;1920;980;1481.277;312.3221;1;True;True
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Node;AmplifyShaderEditor.RangedFloatNode;77;-4583.007,-461.451;Inherit;False;Property;_OffsetSpeed;Offset Speed;8;0;Create;True;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleTimeNode;75;-4257.816,-572.451;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;80;-4283.452,-388.4636;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;2;False;3;FLOAT;-2;False;4;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;76;-4035.816,-514.451;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ScaleAndOffsetNode;73;-3853.217,-569.651;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TextureCoordinatesNode;72;-3605.461,-938.8876;Inherit;True;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;53;-3569.992,-583.8014;Inherit;True;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;78;-3268.015,-568.7419;Inherit;True;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.RangedFloatNode;48;-2776.618,-83.01582;Inherit;False;Property;_Int_N2;Int_N2;6;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;15;-2776.901,-385.0208;Inherit;False;Property;_Int_N1;Int_N1;4;0;Create;True;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;3;-2782.087,-286.1283;Inherit;True;Property;_Tex_N2;Tex_N2;5;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;2;-2781.136,-604.9154;Inherit;True;Property;_Tex_N1;Tex_N1;3;0;Create;True;0;0;False;0;False;-1;None;None;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;46;-2442.952,-141.0155;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;12;-2445.802,-559.3214;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;18;-2440.802,-409.3207;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;45;-2447.952,-291.0161;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;56;-3157.236,824.247;Inherit;False;1464.678;593.5877;金属度&粗糙度&环境光遮蔽;4;9;10;29;28;M&R&ao;1,1,1,1;0;0
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Node;AmplifyShaderEditor.DynamicAppendNode;47;-2286.951,-225.0158;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.DynamicAppendNode;19;-2284.801,-493.321;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.BlendNormalsNode;44;-2113.549,-353.3292;Inherit;False;0;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.ColorNode;5;-2962.559,-1570.013;Inherit;False;Property;_MainCol;MainCol;0;0;Create;True;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;10;-2595.882,1045.087;Inherit;False;Property;_Int_M;Int_M;1;0;Create;True;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;9;-2606.421,1194.751;Inherit;False;Property;_Int_R;Int_R;2;0;Create;True;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;28;-2262.363,1047.715;Inherit;False;Metalness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;29;-2260.932,1169.821;Inherit;False;Smoothness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;24;-1840.634,-1383.542;Inherit;False;BaseTex;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;22;-1873.802,-347.9721;Inherit;False;Normal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.GetLocalVarNode;27;-473.6052,-211.7178;Inherit;False;24;BaseTex;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode;32;-470.8406,23.49832;Inherit;False;28;Metalness;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;26;-473.7759,-132.9712;Inherit;False;22;Normal;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;71;-520.0026,416.7586;Inherit;False;Property;_AlphaInt;Alpha Int;7;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;33;-476.8406,119.4983;Inherit;False;29;Smoothness;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;70;-84.0046,25.31103;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Water material;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;14;all;True;True;True;True;0;False;-1;False;0;False;-1;255;False;-1;255;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;-1;False;2;15;10;25;False;0.5;True;2;5;False;-1;10;False;-1;0;0;False;-1;0;False;-1;0;False;-1;0;False;-1;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;16;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;80;0;77;0
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WireConnection;76;0;75;0
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WireConnection;76;1;80;0
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WireConnection;73;2;76;0
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WireConnection;53;1;73;0
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WireConnection;78;0;72;1
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WireConnection;78;1;53;2
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WireConnection;3;1;78;0
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WireConnection;2;1;78;0
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WireConnection;46;0;3;2
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WireConnection;46;1;48;0
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WireConnection;12;0;2;1
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WireConnection;12;1;15;0
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WireConnection;18;0;2;2
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WireConnection;18;1;15;0
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WireConnection;45;0;3;1
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WireConnection;45;1;48;0
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WireConnection;47;0;45;0
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WireConnection;47;1;46;0
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WireConnection;47;2;3;3
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WireConnection;19;0;12;0
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WireConnection;19;1;18;0
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WireConnection;19;2;2;3
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WireConnection;44;0;19;0
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WireConnection;44;1;47;0
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WireConnection;28;0;10;0
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WireConnection;29;0;9;0
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WireConnection;24;0;5;0
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WireConnection;22;0;44;0
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WireConnection;70;0;27;0
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WireConnection;70;1;26;0
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WireConnection;70;3;32;0
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WireConnection;70;4;33;0
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WireConnection;70;9;71;0
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ASEEND*/
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//CHKSM=9D6756D3D7A2968FDBCC095B55A661947CA4C973 |