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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Alpha/BaseCol"
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{
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Properties
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{
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_Tex_alpha("Tex_alpha", 2D) = "white" {}
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_TextureSample0("Texture Sample 0", 2D) = "white" {}
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[HDR]_MainCol("MainCol", Color) = (0,5.415067,7.129738,0)
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_BlendCol("BlendCol", Color) = (0.3540406,0.6023599,0.6415094,0)
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector] __dirty( "", Int ) = 1
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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 "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 float4 _BlendCol;
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uniform sampler2D _Tex_alpha;
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uniform float4 _Tex_alpha_ST;
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uniform float4 _MainCol;
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uniform sampler2D _TextureSample0;
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uniform float4 _TextureSample0_ST;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float2 uv_Tex_alpha = i.uv_texcoord * _Tex_alpha_ST.xy + _Tex_alpha_ST.zw;
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float4 tex2DNode31 = tex2D( _Tex_alpha, uv_Tex_alpha );
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float2 uv_TextureSample0 = i.uv_texcoord * _TextureSample0_ST.xy + _TextureSample0_ST.zw;
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float4 tex2DNode58 = tex2D( _TextureSample0, uv_TextureSample0 );
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float4 clampResult66 = clamp( ( ( _BlendCol * tex2DNode31 ) + ( _MainCol * tex2DNode58 ) ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
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o.Albedo = clampResult66.rgb;
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float4 clampResult65 = clamp( ( tex2DNode31 + tex2DNode58 ) , float4( 0,0,0,0 ) , float4( 1,1,1,0 ) );
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o.Alpha = clampResult65.r;
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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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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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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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Node;AmplifyShaderEditor.ColorNode;44;-1593.134,467.0978;Inherit;False;Property;_MainCol;MainCol;2;1;[HDR];Create;True;0;0;0;False;0;False;0,5.415067,7.129738,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;56;-1598.131,-93.00565;Inherit;False;Property;_BlendCol;BlendCol;3;0;Create;True;0;0;0;False;0;False;0.3540406,0.6023599,0.6415094,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-291.2077,227.8958;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Alpha/BaseCol;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;True;Transparent;;Transparent;All;18;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;True;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;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;57;0;44;0
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WireConnection;57;1;58;0
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WireConnection;59;0;56;0
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WireConnection;59;1;31;0
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||||
WireConnection;64;0;31;0
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WireConnection;64;1;58;0
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WireConnection;63;0;59;0
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WireConnection;63;1;57;0
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WireConnection;65;0;64;0
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WireConnection;66;0;63;0
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WireConnection;0;0;66;0
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WireConnection;0;9;65;0
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ASEEND*/
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||||
//CHKSM=0A01A3D76A517D4E5CE04680E656BC91C3DB0D17
|
|
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|||
fileFormatVersion: 2
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guid: c7c6657ee2b143d42a638deca9c10502
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||||
ShaderImporter:
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||||
externalObjects: {}
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||||
defaultTextures: []
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||||
nonModifiableTextures: []
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||||
preprocessorOverride: 0
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||||
userData:
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||||
assetBundleName:
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||||
assetBundleVariant:
|
|
@ -0,0 +1,100 @@
|
|||
// Made with Amplify Shader Editor
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "PBR/BaseMaterial_DoubleSide"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
_Tex_D("Tex_D", 2D) = "white" {}
|
||||
_BlendCol("BlendCol", Color) = (1,1,1,0)
|
||||
_ColInt("Col Int", Range( 0 , 1)) = 0
|
||||
_Tex_R("Tex_R", 2D) = "white" {}
|
||||
_SmoothInt("Smooth Int", Range( 0 , 1)) = 0
|
||||
_Tex_N("Tex_N", 2D) = "bump" {}
|
||||
_NormalInt("Normal Int", Range( 0 , 5)) = 1
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
[HideInInspector] __dirty( "", Int ) = 1
|
||||
}
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||||
|
||||
SubShader
|
||||
{
|
||||
Tags{ "RenderType" = "Opaque" "Queue" = "AlphaTest+0" }
|
||||
Cull Off
|
||||
CGPROGRAM
|
||||
#pragma target 3.0
|
||||
#pragma surface surf Standard keepalpha addshadow fullforwardshadows
|
||||
struct Input
|
||||
{
|
||||
float2 uv_texcoord;
|
||||
};
|
||||
|
||||
uniform sampler2D _Tex_N;
|
||||
uniform float4 _Tex_N_ST;
|
||||
uniform float _NormalInt;
|
||||
uniform sampler2D _Tex_D;
|
||||
uniform float4 _Tex_D_ST;
|
||||
uniform float4 _BlendCol;
|
||||
uniform float _ColInt;
|
||||
uniform sampler2D _Tex_R;
|
||||
uniform float4 _Tex_R_ST;
|
||||
uniform float _SmoothInt;
|
||||
|
||||
void surf( Input i , inout SurfaceOutputStandard o )
|
||||
{
|
||||
float2 uv_Tex_N = i.uv_texcoord * _Tex_N_ST.xy + _Tex_N_ST.zw;
|
||||
float3 tex2DNode2 = UnpackNormal( tex2D( _Tex_N, uv_Tex_N ) );
|
||||
float3 appendResult42 = (float3(( tex2DNode2.r * _NormalInt ) , ( tex2DNode2.g * _NormalInt ) , tex2DNode2.b));
|
||||
o.Normal = appendResult42;
|
||||
float2 uv_Tex_D = i.uv_texcoord * _Tex_D_ST.xy + _Tex_D_ST.zw;
|
||||
float4 temp_cast_0 = ((1.0 + (_ColInt - 0.0) * (0.0 - 1.0) / (1.0 - 0.0))).xxxx;
|
||||
o.Albedo = pow( ( tex2D( _Tex_D, uv_Tex_D ) * _BlendCol ) , temp_cast_0 ).rgb;
|
||||
float2 uv_Tex_R = i.uv_texcoord * _Tex_R_ST.xy + _Tex_R_ST.zw;
|
||||
o.Smoothness = pow( ( 1.0 - tex2D( _Tex_R, uv_Tex_R ).r ) , (1.0 + (_SmoothInt - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) );
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=18935
|
||||
2020;159;1446;828;1949.158;345.3471;1.828945;True;True
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||||
Node;AmplifyShaderEditor.SamplerNode;2;-1171.735,213.203;Inherit;True;Property;_Tex_N;Tex_N;6;0;Create;True;0;0;0;False;0;False;-1;None;d84f8c02c4f560f4098106db4101ce6c;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;33;-1143.478,760.1311;Inherit;False;Property;_SmoothInt;Smooth Int;5;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SamplerNode;3;-1166.108,514.7971;Inherit;True;Property;_Tex_R;Tex_R;4;0;Create;True;0;0;0;False;0;False;-1;None;35bc482a730e47948b184750e6d794d5;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;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;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.RangedFloatNode;40;-1141.627,408.6538;Inherit;False;Property;_NormalInt;Normal Int;7;0;Create;True;0;0;0;False;0;False;1;1;0;5;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;47;-1153.331,51.21783;Inherit;False;Property;_ColInt;Col Int;3;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.ColorNode;44;-1033.854,-152.5242;Inherit;False;Property;_BlendCol;BlendCol;2;0;Create;True;0;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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||||
Node;AmplifyShaderEditor.OneMinusNode;4;-837.4171,541.7704;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TFHCRemapNode;38;-841.3459,767.5595;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;39;-831.3293,264.1251;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TFHCRemapNode;48;-843.1151,31.01904;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;41;-837.267,362.4137;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;45;-788.8302,-247.3325;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.PowerNode;46;-591.631,-93.22586;Inherit;False;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;1;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.DynamicAppendNode;42;-688.2805,300.8573;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.PowerNode;37;-636.9785,610.6874;Inherit;True;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-229.2357,251.1523;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;PBR/BaseMaterial_DoubleSide;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Custom;0.5;True;True;0;True;Opaque;;AlphaTest;All;18;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;0;0;False;-1;0;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;True;Relative;0;;0;-1;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;False;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
|
||||
WireConnection;4;0;3;1
|
||||
WireConnection;38;0;33;0
|
||||
WireConnection;39;0;2;1
|
||||
WireConnection;39;1;40;0
|
||||
WireConnection;48;0;47;0
|
||||
WireConnection;41;0;2;2
|
||||
WireConnection;41;1;40;0
|
||||
WireConnection;45;0;31;0
|
||||
WireConnection;45;1;44;0
|
||||
WireConnection;46;0;45;0
|
||||
WireConnection;46;1;48;0
|
||||
WireConnection;42;0;39;0
|
||||
WireConnection;42;1;41;0
|
||||
WireConnection;42;2;2;3
|
||||
WireConnection;37;0;4;0
|
||||
WireConnection;37;1;38;0
|
||||
WireConnection;0;0;46;0
|
||||
WireConnection;0;1;42;0
|
||||
WireConnection;0;4;37;0
|
||||
ASEEND*/
|
||||
//CHKSM=241282C8F4BBB6AA84D5F4F3787483182AA558C7
|
|
@ -0,0 +1,10 @@
|
|||
fileFormatVersion: 2
|
||||
guid: ea2dc718c07ac414eb7f5a75dfcac0d7
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
preprocessorOverride: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -3,7 +3,8 @@
|
|||
--- !u!78 &1
|
||||
TagManager:
|
||||
serializedVersion: 2
|
||||
tags: []
|
||||
tags:
|
||||
- CompleteSeeds
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
|
|
Loading…
Reference in New Issue