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386 lines
24 KiB
Plaintext
386 lines
24 KiB
Plaintext
2 weeks ago
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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 "MudBun/Stopmotion Mesh (Built-In RP)"
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{
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Properties
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{
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[HideInInspector]_Color("Color", Color) = (1,1,1,1)
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[HideInInspector]_Emission("Emission", Color) = (1,1,1,1)
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[HideInInspector]_Metallic("Metallic", Range( 0 , 1)) = 0
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[HideInInspector]_Smoothness("Smoothness", Range( 0 , 1)) = 1
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[HideInInspector]_IsMeshRenderMaterial("Is Mesh Render Material", Float) = 1
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_AlphaCutoutThreshold("Alpha Cutout Threshold", Range( 0 , 1)) = 0
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_Dithering("Dithering", Range( 0 , 1)) = 1
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_NoiseSize("Noise Size", Float) = 0.5
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_OffsetAmount("Offset Amount", Float) = 0.005
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_TimeInterval("Time Interval", Float) = 0.15
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[NoScaleOffset]_DisplacementMap("Displacement Map", 2D) = "gray" {}
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_Displacement("Displacement", Float) = 0
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[Normal]_NormalMap("Normal Map", 2D) = "bump" {}
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[NoScaleOffset]_RoughnessMap("Roughness Map", 2D) = "black" {}
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[Toggle]_RandomDither("Random Dither", Range( 0 , 1)) = 0
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[NoScaleOffset]_DitherTexture("Dither Texture", 2D) = "white" {}
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_DitherTextureSize("Dither Texture Size", Int) = 256
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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" = "TransparentCutout" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGPROGRAM
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#include "UnityShaderVariables.cginc"
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#include "UnityCG.cginc"
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#pragma target 3.5
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#define MUDBUN_BUILT_IN_RP
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#define SHADER_GRAPH
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#pragma multi_compile _ MUDBUN_PROCEDURAL
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#include "Assets/MudBun/Shader/Render/ShaderCommon.cginc"
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#include "Assets/MudBun/Shader/Render/MeshCommon.cginc"
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#pragma surface surf Standard keepalpha addshadow fullforwardshadows vertex:vertexDataFunc
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struct appdata_full_custom
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{
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float4 vertex : POSITION;
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float4 tangent : TANGENT;
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float3 normal : NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 texcoord3 : TEXCOORD3;
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float4 color : COLOR;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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uint ase_vertexId : SV_VertexID;
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};
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struct Input
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{
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float3 vertexToFrag98;
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float3 vertexToFrag97;
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float4 vertexToFrag5_g300;
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float3 vertexToFrag162;
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float3 vertexToFrag27_g355;
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uint ase_vertexId;
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float3 vertexToFrag6_g300;
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float vertexToFrag8_g300;
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float vertexToFrag7_g300;
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};
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uniform float _Displacement;
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uniform sampler2D _DisplacementMap;
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uniform float4 _DisplacementMap_ST;
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uniform float _TimeInterval;
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uniform float _NoiseSize;
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uniform float _OffsetAmount;
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uniform sampler2D _NormalMap;
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uniform float4 _NormalMap_ST;
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uniform float _IsMeshRenderMaterial;
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uniform sampler2D _RoughnessMap;
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uniform float4 _RoughnessMap_ST;
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float3 SimplexNoiseGradient6_g350( float3 Position, float Size )
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{
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#ifdef MUDBUN_VALID
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return snoise_grad(Position / max(1e-6, Size)).xyz;
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#else
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return Position;
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#endif
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}
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float4x4 LocalToWorldMatrix167( )
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{
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return localToWorld;
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}
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void vertexDataFunc( inout appdata_full_custom v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float localMudBunMeshPoint4_g300 = ( 0.0 );
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int VertexID4_g300 = v.ase_vertexId;
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float3 PositionWs4_g300 = float3( 0,0,0 );
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float3 PositionLs4_g300 = float3( 0,0,0 );
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float3 NormalWs4_g300 = float3( 0,0,0 );
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float3 NormalLs4_g300 = float3( 0,0,0 );
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float3 TangentWs4_g300 = float3( 0,0,0 );
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float3 TangentLs4_g300 = float3( 0,0,0 );
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float4 Color4_g300 = float4( 0,0,0,0 );
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float4 EmissionHash4_g300 = float4( 0,0,0,0 );
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float Metallic4_g300 = 0;
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float Smoothness4_g300 = 0;
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float4 TextureWeight4_g300 = float4( 1,0,0,0 );
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float SdfValue4_g300 = 0;
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float3 Outward2dNormalLs4_g300 = float3( 0,0,0 );
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float3 Outward2dNormalWs4_g300 = float3( 0,0,0 );
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{
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float4 positionWs;
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float2 metallicSmoothness;
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mudbun_mesh_vert(VertexID4_g300, positionWs, PositionLs4_g300, NormalWs4_g300, NormalLs4_g300, TangentWs4_g300, TangentLs4_g300, Color4_g300, EmissionHash4_g300, metallicSmoothness, TextureWeight4_g300, SdfValue4_g300, Outward2dNormalLs4_g300, Outward2dNormalWs4_g300);
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PositionWs4_g300 = positionWs.xyz;
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Metallic4_g300 = metallicSmoothness.x;
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Smoothness4_g300 = metallicSmoothness.y;
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#ifdef MUDBUN_BUILT_IN_RP
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#ifndef MUDBUN_VERTEX_SHADER
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v.tangent = float4(TangentWs4_g300, 0.0f);
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#define MUDBUN_VERTEX_SHADER
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#endif
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#endif
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}
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float3 vertexToFrag98 = NormalLs4_g300;
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float3 temp_output_44_0_g346 = ( abs( vertexToFrag98 ) * abs( vertexToFrag98 ) );
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float3 break14_g346 = temp_output_44_0_g346;
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float3 temp_output_77_32 = PositionLs4_g300;
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float3 vertexToFrag97 = temp_output_77_32;
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float3 temp_output_36_0_g346 = vertexToFrag97;
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float4 appendResult23_g346 = (float4(temp_output_44_0_g346 , 0.0));
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float4 appendResult24_g346 = (float4(temp_output_44_0_g346 , 1.0));
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float4 break10_g347 = ( ( break14_g346.x + break14_g346.y + break14_g346.z ) > 0.0 ? appendResult23_g346 : appendResult24_g346 );
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float4 color20_g346 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
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float3 temp_output_77_2 = NormalWs4_g300;
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float3 temp_output_77_0 = PositionWs4_g300;
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float2 temp_cast_4 = (floor( ( _Time.y / _TimeInterval ) )).xx;
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float dotResult4_g345 = dot( temp_cast_4 , float2( 12.9898,78.233 ) );
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float lerpResult10_g345 = lerp( 0.0 , 10000.0 , frac( ( sin( dotResult4_g345 ) * 43758.55 ) ));
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float3 Position6_g350 = ( temp_output_77_32 + lerpResult10_g345 );
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float Size6_g350 = _NoiseSize;
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float3 localSimplexNoiseGradient6_g350 = SimplexNoiseGradient6_g350( Position6_g350 , Size6_g350 );
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float3 temp_output_159_0 = ( ( _Displacement * ( (( ( ( ( break14_g346.x > 0.0 ? tex2Dlod( _DisplacementMap, float4( ( ( (temp_output_36_0_g346).yz * _DisplacementMap_ST.xy ) + _DisplacementMap_ST.zw ), 0, 0.0) ) : float4( 0,0,0,0 ) ) * break10_g347.x ) + ( ( break14_g346.y > 0.0 ? tex2Dlod( _DisplacementMap, float4( ( ( (temp_output_36_0_g346).zx * _DisplacementMap_ST.xy ) + _DisplacementMap_ST.zw ), 0, 0.0) ) : float4( 0,0,0,0 ) ) * break10_g347.y ) + ( ( break14_g346.z > 0.0 ? tex2Dlod( _DisplacementMap, float4( ( ( (temp_output_36_0_g346).xy * _DisplacementMap_ST.xy ) + _DisplacementMap_ST.zw ), 0, 0.0) ) : float4( 0,0,0,0 ) ) * break10_g347.z ) + ( color20_g346 * break10_g347.w ) ) / ( break10_g347.x + break10_g347.y + break10_g347.z + break10_g347.w ) )).x - 0.5 ) * temp_output_77_2 ) + ( temp_output_77_0 + ( localSimplexNoiseGradient6_g350 * _OffsetAmount ) ) );
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v.vertex.xyz = temp_output_159_0;
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v.vertex.w = 1;
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v.normal = temp_output_77_2;
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o.vertexToFrag98 = NormalLs4_g300;
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o.vertexToFrag97 = temp_output_77_32;
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o.vertexToFrag5_g300 = Color4_g300;
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float4x4 localLocalToWorldMatrix167 = LocalToWorldMatrix167();
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float4 appendResult168 = (float4(temp_output_159_0 , 1.0));
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float3 finalVertexPositionWs160 = (mul( localLocalToWorldMatrix167, appendResult168 )).xyz;
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o.vertexToFrag162 = finalVertexPositionWs160;
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o.vertexToFrag27_g355 = temp_output_77_0;
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o.ase_vertexId = v.ase_vertexId;
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o.vertexToFrag6_g300 = (EmissionHash4_g300).xyz;
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o.vertexToFrag8_g300 = Metallic4_g300;
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o.vertexToFrag7_g300 = Smoothness4_g300;
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}
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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float3 temp_output_44_0_g356 = ( abs( i.vertexToFrag98 ) * abs( i.vertexToFrag98 ) );
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float3 break14_g356 = temp_output_44_0_g356;
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float3 temp_output_36_0_g356 = i.vertexToFrag97;
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float4 appendResult23_g356 = (float4(temp_output_44_0_g356 , 0.0));
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float4 appendResult24_g356 = (float4(temp_output_44_0_g356 , 1.0));
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float4 break10_g357 = ( ( break14_g356.x + break14_g356.y + break14_g356.z ) > 0.0 ? appendResult23_g356 : appendResult24_g356 );
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float4 color20_g356 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
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o.Normal = UnpackNormal( ( ( ( ( break14_g356.x > 0.0 ? tex2D( _NormalMap, ( ( (temp_output_36_0_g356).yz * _NormalMap_ST.xy ) + _NormalMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g357.x ) + ( ( break14_g356.y > 0.0 ? tex2D( _NormalMap, ( ( (temp_output_36_0_g356).zx * _NormalMap_ST.xy ) + _NormalMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g357.y ) + ( ( break14_g356.z > 0.0 ? tex2D( _NormalMap, ( ( (temp_output_36_0_g356).xy * _NormalMap_ST.xy ) + _NormalMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g357.z ) + ( color20_g356 * break10_g357.w ) ) / ( break10_g357.x + break10_g357.y + break10_g357.z + break10_g357.w ) ) );
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float4 temp_output_25_0_g300 = ( _IsMeshRenderMaterial * _Color * i.vertexToFrag5_g300 );
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float localComputeOpaqueTransparency20_g355 = ( 0.0 );
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float4 unityObjectToClipPos1_g354 = UnityObjectToClipPos( i.vertexToFrag162 );
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float4 computeScreenPos3_g354 = ComputeScreenPos( unityObjectToClipPos1_g354 );
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float2 ScreenPos20_g355 = (( ( computeScreenPos3_g354 / (computeScreenPos3_g354).w ) * _ScreenParams )).xy;
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float3 VertPos20_g355 = i.vertexToFrag27_g355;
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float localMudBunMeshPoint4_g300 = ( 0.0 );
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int VertexID4_g300 = i.ase_vertexId;
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float3 PositionWs4_g300 = float3( 0,0,0 );
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float3 PositionLs4_g300 = float3( 0,0,0 );
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float3 NormalWs4_g300 = float3( 0,0,0 );
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float3 NormalLs4_g300 = float3( 0,0,0 );
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float3 TangentWs4_g300 = float3( 0,0,0 );
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float3 TangentLs4_g300 = float3( 0,0,0 );
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float4 Color4_g300 = float4( 0,0,0,0 );
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float4 EmissionHash4_g300 = float4( 0,0,0,0 );
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float Metallic4_g300 = 0;
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float Smoothness4_g300 = 0;
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float4 TextureWeight4_g300 = float4( 1,0,0,0 );
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float SdfValue4_g300 = 0;
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float3 Outward2dNormalLs4_g300 = float3( 0,0,0 );
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float3 Outward2dNormalWs4_g300 = float3( 0,0,0 );
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{
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float4 positionWs;
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float2 metallicSmoothness;
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mudbun_mesh_vert(VertexID4_g300, positionWs, PositionLs4_g300, NormalWs4_g300, NormalLs4_g300, TangentWs4_g300, TangentLs4_g300, Color4_g300, EmissionHash4_g300, metallicSmoothness, TextureWeight4_g300, SdfValue4_g300, Outward2dNormalLs4_g300, Outward2dNormalWs4_g300);
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PositionWs4_g300 = positionWs.xyz;
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Metallic4_g300 = metallicSmoothness.x;
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Smoothness4_g300 = metallicSmoothness.y;
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#ifdef MUDBUN_BUILT_IN_RP
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#ifndef MUDBUN_VERTEX_SHADER
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v.tangent = float4(TangentWs4_g300, 0.0f);
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#define MUDBUN_VERTEX_SHADER
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#endif
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#endif
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}
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float Hash20_g355 = (EmissionHash4_g300).w;
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float AlphaIn20_g355 = (temp_output_25_0_g300).a;
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float AlphaOut20_g355 = 0;
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float AlphaThreshold20_g355 = 0;
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sampler2D DitherNoiseTexture20_g355 = _DitherTexture;
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int DitherNoiseTextureSize20_g355 = _DitherTextureSize;
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int UseRandomDither20_g355 = (int)_RandomDither;
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float AlphaCutoutThreshold20_g355 = _AlphaCutoutThreshold;
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float DitherBlend20_g355 = _Dithering;
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{
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float alpha = AlphaIn20_g355;
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computeOpaqueTransparency(ScreenPos20_g355, VertPos20_g355, Hash20_g355, DitherNoiseTexture20_g355, DitherNoiseTextureSize20_g355, UseRandomDither20_g355 > 0, AlphaCutoutThreshold20_g355, DitherBlend20_g355, alpha, AlphaThreshold20_g355);
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AlphaOut20_g355 = alpha;
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}
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clip( AlphaOut20_g355 - AlphaThreshold20_g355);
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o.Albedo = temp_output_25_0_g300.rgb;
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o.Emission = ( i.vertexToFrag6_g300 * (_Emission).rgb );
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o.Metallic = ( _Metallic * i.vertexToFrag8_g300 );
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float3 temp_output_44_0_g351 = ( abs( i.vertexToFrag98 ) * abs( i.vertexToFrag98 ) );
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float3 break14_g351 = temp_output_44_0_g351;
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float3 temp_output_36_0_g351 = i.vertexToFrag97;
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float4 appendResult23_g351 = (float4(temp_output_44_0_g351 , 0.0));
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float4 appendResult24_g351 = (float4(temp_output_44_0_g351 , 1.0));
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float4 break10_g352 = ( ( break14_g351.x + break14_g351.y + break14_g351.z ) > 0.0 ? appendResult23_g351 : appendResult24_g351 );
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float4 color20_g351 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
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o.Smoothness = ( ( 1.0 - (( ( ( ( break14_g351.x > 0.0 ? tex2D( _RoughnessMap, ( ( (temp_output_36_0_g351).yz * _RoughnessMap_ST.xy ) + _RoughnessMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g352.x ) + ( ( break14_g351.y > 0.0 ? tex2D( _RoughnessMap, ( ( (temp_output_36_0_g351).zx * _RoughnessMap_ST.xy ) + _RoughnessMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g352.y ) + ( ( break14_g351.z > 0.0 ? tex2D( _RoughnessMap, ( ( (temp_output_36_0_g351).xy * _RoughnessMap_ST.xy ) + _RoughnessMap_ST.zw ) ) : float4( 0,0,0,0 ) ) * break10_g352.z ) + ( color20_g351 * break10_g352.w ) ) / ( break10_g352.x + break10_g352.y + break10_g352.z + break10_g352.w ) )).x ) * ( _Smoothness * i.vertexToFrag7_g300 ) );
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o.Alpha = 1;
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}
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ENDCG
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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=18909
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-1659;305;1079;718;2566.206;1765.341;2.956633;True;False
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Node;AmplifyShaderEditor.FunctionNode;77;-1408,0;Inherit;False;Mud Mesh;1;;300;4f444db5091a94140ab2b15b933d37b6;0;0;17;COLOR;9;FLOAT;13;FLOAT3;10;FLOAT;11;FLOAT;12;FLOAT4;33;FLOAT3;0;FLOAT3;32;FLOAT3;2;FLOAT3;31;FLOAT3;53;FLOAT3;52;FLOAT3;48;FLOAT3;46;FLOAT;45;FLOAT2;15;FLOAT;41
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Node;AmplifyShaderEditor.RangedFloatNode;23;-1408,768;Inherit;False;Property;_TimeInterval;Time Interval;11;0;Create;True;0;0;0;False;0;False;0.15;3.402823E+38;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleTimeNode;22;-1408,672;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexToFragmentNode;98;-896,-64;Inherit;False;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleDivideOpNode;24;-1152,704;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.AbsOpNode;148;-512,-640;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.FloorOpNode;26;-992,704;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TexturePropertyNode;153;-1152,-1024;Inherit;True;Property;_DisplacementMap;Displacement Map;12;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;8fb1a6acf59188448bca62119afcccde;8fb1a6acf59188448bca62119afcccde;False;gray;Auto;Texture2D;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
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||
|
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Node;AmplifyShaderEditor.GetLocalVarNode;163;-1408,864;Inherit;False;160;finalVertexPositionWs;1;0;OBJECT;;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.AbsOpNode;129;-512,-1152;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.VertexToFragmentNode;162;-1152,864;Inherit;False;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;7;-1424,1376;Inherit;False;Property;_AlphaCutoutThreshold;Alpha Cutout Threshold;7;0;Fetch;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;6;-1424,1280;Inherit;False;Property;_RandomDither;Random Dither;16;1;[Toggle];Fetch;True;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.AbsOpNode;95;-512,-128;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.IntNode;8;-1424,1184;Inherit;False;Property;_DitherTextureSize;Dither Texture Size;18;0;Fetch;True;0;0;0;False;0;False;256;256;False;0;1;INT;0
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Node;AmplifyShaderEditor.FunctionNode;161;-928,864;Inherit;False;World To Screen;-1;;354;50b3ac8846f702445a58bf980e772412;0;1;8;FLOAT3;0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ComponentMaskNode;132;32,-1536;Inherit;False;True;False;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;5;-1424,1472;Inherit;False;Property;_Dithering;Dithering;8;0;Fetch;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;139;256,-1536;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.FunctionNode;9;-400,768;Inherit;False;Mud Alpha Threshold;-1;;355;926535703f4c32948ac1f55275a22bf0;0;9;8;FLOAT2;0,0;False;15;FLOAT3;0,0,0;False;18;FLOAT;0;False;22;FLOAT;0;False;19;SAMPLER2D;0;False;26;INT;256;False;9;INT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;2;FLOAT;24;FLOAT;25
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Node;AmplifyShaderEditor.FunctionNode;144;-256,-512;Inherit;False;Mud Triplanar Sample;-1;;356;d9088f0d6015c424b98757b174010394;0;5;36;FLOAT3;0,0,0;False;37;FLOAT3;0,0,0;False;3;SAMPLER2D;0,0,0;False;26;SAMPLERSTATE;0,0,0;False;11;FLOAT3;0,0,0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.TextureTransformNode;146;-896,-384;Inherit;False;-1;False;1;0;SAMPLER2D;;False;2;FLOAT2;0;FLOAT2;1
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Node;AmplifyShaderEditor.SwizzleNode;150;-512,-928;Inherit;False;FLOAT2;1;2;2;3;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;138;416,-1536;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SwizzleNode;149;-512,-832;Inherit;False;FLOAT2;2;0;2;3;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.ClipNode;16;544,512;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
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ASEEND*/
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//CHKSM=2D5F27B0AA5F5AE3C49A66C04A93152D16055D90
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