add package files
This commit is contained in:
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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 "Custom/Skin&Wrinkle_Jin"
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{
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Properties
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{
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_Normal("Normal", 2D) = "bump" {}
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_Wrinkle("Wrinkle", 2D) = "bump" {}
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_Wrinkle_Sad("Wrinkle_Sad", 2D) = "bump" {}
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_Wrinkle_Smile("Wrinkle_Smile", 2D) = "bump" {}
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_Wide_M("Wide_M", 2D) = "white" {}
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_SQZ_M("SQZ_M", 2D) = "white" {}
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_lip_Sad_M("lip_Sad_M", 2D) = "white" {}
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_lip_Smile_M("lip_Smile_M", 2D) = "white" {}
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_WrinkleScale_Squeeze_Left("WrinkleScale_Squeeze_Left", Range( 0 , 1)) = 1
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_WrinkleScale_Squeeze_Right("WrinkleScale_Squeeze_Right", Range( 0 , 1)) = 0
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_WrinkleScale_Wide_Up_Left("WrinkleScale_Wide_Up_Left", Range( 0 , 1)) = 0
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_WrinkleScale_Wide_Up_Right("WrinkleScale_Wide_Up_Right", Range( 0 , 1)) = 0
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_WrinkleScale_Sad_Left("WrinkleScale_Sad_Left", Range( 0 , 1)) = 0
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_WrinkleScale_Sad_Right("WrinkleScale_Sad_Right", Range( 0 , 1)) = 0
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_WrinkleScale_Smile_Left("WrinkleScale_Smile_Left", Range( 0 , 1)) = 0
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_WrinkleScale_Smile_Right("WrinkleScale_Smile_Right", Range( 0 , 1)) = 0
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_wrinkle_AllScale("wrinkle_AllScale", Range( 1 , 50)) = 0
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_Albedo("Albedo", 2D) = "white" {}
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_Metalic("Metalic", 2D) = "white" {}
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_MetalicPower("MetalicPower", Range( 0 , 1)) = 0
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_Smoothness("Smoothness", Range( 0 , 1)) = 1
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_SSS_Depth("SSS_Depth", Range( 0 , 10)) = 1
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_SSS_Power("SSS_Power", Range( 0 , 1)) = 1
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_Mask("Mask", 2D) = "white" {}
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_AO_power("AO_power", Range( 0 , 1)) = 1
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_DetailSkin_Normal("DetailSkin_Normal", 2D) = "white" {}
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_DetailSkin_Metalic("DetailSkin_Metalic", 2D) = "white" {}
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_DetailSkin_Tiling("DetailSkin_Tiling", Vector) = (1,1,0,0)
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_DetailSkin_alpha("DetailSkin_alpha", Range( 0 , 1)) = 1
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_DetailSkin_Rotate("DetailSkin_Rotate", Range( 0 , 360)) = 0
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_DetailSkin_MetalicAlpha("DetailSkin_MetalicAlpha", Range( 0 , 1)) = 0
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_Translucency_Power("Translucency_Power", Range( 0 , 1)) = 0.6
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[Header(Translucency)]
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_Translucency("Strength", Range( 0 , 50)) = 1
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_TransNormalDistortion("Normal Distortion", Range( 0 , 1)) = 0.1
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_TransScattering("Scaterring Falloff", Range( 1 , 50)) = 2
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_TransDirect("Direct", Range( 0 , 1)) = 1
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_TransAmbient("Ambient", Range( 0 , 1)) = 0.2
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_TransShadow("Shadow", Range( 0 , 1)) = 0.9
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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" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGINCLUDE
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#include "UnityCG.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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#if defined(SHADER_API_D3D11) || defined(SHADER_API_XBOXONE) || defined(UNITY_COMPILER_HLSLCC) || defined(SHADER_API_PSSL) || (defined(SHADER_TARGET_SURFACE_ANALYSIS) && !defined(SHADER_TARGET_SURFACE_ANALYSIS_MOJOSHADER))//ASE Sampler Macros
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#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex.Sample(samplerTex,coord)
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#else//ASE Sampling Macros
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#define SAMPLE_TEXTURE2D(tex,samplerTex,coord) tex2D(tex,coord)
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#endif//ASE Sampling Macros
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#ifdef UNITY_PASS_SHADOWCASTER
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#undef INTERNAL_DATA
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#undef WorldReflectionVector
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#undef WorldNormalVector
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
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#endif
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struct Input
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{
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float2 uv_texcoord;
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float3 worldNormal;
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INTERNAL_DATA
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float3 worldPos;
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};
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struct SurfaceOutputStandardCustom
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{
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half3 Albedo;
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half3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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half Alpha;
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half3 Translucency;
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};
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Normal);
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SamplerState sampler_Normal;
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uniform float _WrinkleScale_Squeeze_Left;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_SQZ_M);
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uniform float4 _SQZ_M_ST;
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SamplerState sampler_SQZ_M;
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uniform float _WrinkleScale_Squeeze_Right;
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uniform float _WrinkleScale_Wide_Up_Left;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Wide_M);
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uniform float4 _Wide_M_ST;
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SamplerState sampler_Wide_M;
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uniform float _WrinkleScale_Wide_Up_Right;
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uniform float _wrinkle_AllScale;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Wrinkle);
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SamplerState sampler_Wrinkle;
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uniform float _WrinkleScale_Sad_Left;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_lip_Sad_M);
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uniform float4 _lip_Sad_M_ST;
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SamplerState sampler_lip_Sad_M;
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uniform float _WrinkleScale_Sad_Right;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Wrinkle_Sad);
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SamplerState sampler_Wrinkle_Sad;
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uniform float _WrinkleScale_Smile_Left;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_lip_Smile_M);
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uniform float4 _lip_Smile_M_ST;
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SamplerState sampler_lip_Smile_M;
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uniform float _WrinkleScale_Smile_Right;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Wrinkle_Smile);
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SamplerState sampler_Wrinkle_Smile;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_DetailSkin_Normal);
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uniform float2 _DetailSkin_Tiling;
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uniform float _DetailSkin_Rotate;
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SamplerState sampler_DetailSkin_Normal;
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uniform float _DetailSkin_alpha;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Mask);
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SamplerState sampler_Mask;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Albedo);
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SamplerState sampler_Albedo;
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uniform float _Translucency_Power;
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uniform float _SSS_Depth;
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uniform float _SSS_Power;
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uniform float _MetalicPower;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_Metalic);
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SamplerState sampler_Metalic;
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uniform float _DetailSkin_MetalicAlpha;
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UNITY_DECLARE_TEX2D_NOSAMPLER(_DetailSkin_Metalic);
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SamplerState sampler_DetailSkin_Metalic;
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uniform float _Smoothness;
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uniform float _AO_power;
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uniform half _Translucency;
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uniform half _TransNormalDistortion;
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uniform half _TransScattering;
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uniform half _TransDirect;
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uniform half _TransAmbient;
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uniform half _TransShadow;
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struct Gradient
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{
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int type;
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int colorsLength;
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int alphasLength;
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float4 colors[8];
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float2 alphas[8];
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};
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Gradient NewGradient(int type, int colorsLength, int alphasLength,
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float4 colors0, float4 colors1, float4 colors2, float4 colors3, float4 colors4, float4 colors5, float4 colors6, float4 colors7,
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float2 alphas0, float2 alphas1, float2 alphas2, float2 alphas3, float2 alphas4, float2 alphas5, float2 alphas6, float2 alphas7)
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{
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Gradient g;
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g.type = type;
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g.colorsLength = colorsLength;
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g.alphasLength = alphasLength;
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g.colors[ 0 ] = colors0;
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g.colors[ 1 ] = colors1;
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g.colors[ 2 ] = colors2;
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g.colors[ 3 ] = colors3;
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g.colors[ 4 ] = colors4;
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g.colors[ 5 ] = colors5;
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g.colors[ 6 ] = colors6;
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g.colors[ 7 ] = colors7;
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g.alphas[ 0 ] = alphas0;
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g.alphas[ 1 ] = alphas1;
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g.alphas[ 2 ] = alphas2;
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g.alphas[ 3 ] = alphas3;
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g.alphas[ 4 ] = alphas4;
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g.alphas[ 5 ] = alphas5;
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g.alphas[ 6 ] = alphas6;
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g.alphas[ 7 ] = alphas7;
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return g;
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}
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float4 SampleGradient( Gradient gradient, float time )
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{
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float3 color = gradient.colors[0].rgb;
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UNITY_UNROLL
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for (int c = 1; c < 8; c++)
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{
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float colorPos = saturate((time - gradient.colors[c-1].w) / (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, (float)gradient.colorsLength-1);
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color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
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}
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#ifndef UNITY_COLORSPACE_GAMMA
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color = half3(GammaToLinearSpaceExact(color.r), GammaToLinearSpaceExact(color.g), GammaToLinearSpaceExact(color.b));
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#endif
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float alpha = gradient.alphas[0].x;
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UNITY_UNROLL
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for (int a = 1; a < 8; a++)
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{
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float alphaPos = saturate((time - gradient.alphas[a-1].y) / (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, (float)gradient.alphasLength-1);
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alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
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}
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return float4(color, alpha);
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}
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inline half4 LightingStandardCustom(SurfaceOutputStandardCustom s, half3 viewDir, UnityGI gi )
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{
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#if !DIRECTIONAL
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float3 lightAtten = gi.light.color;
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#else
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float3 lightAtten = lerp( _LightColor0.rgb, gi.light.color, _TransShadow );
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#endif
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half3 lightDir = gi.light.dir + s.Normal * _TransNormalDistortion;
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half transVdotL = pow( saturate( dot( viewDir, -lightDir ) ), _TransScattering );
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half3 translucency = lightAtten * (transVdotL * _TransDirect + gi.indirect.diffuse * _TransAmbient) * s.Translucency;
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half4 c = half4( s.Albedo * translucency * _Translucency, 0 );
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SurfaceOutputStandard r;
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r.Albedo = s.Albedo;
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r.Normal = s.Normal;
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r.Emission = s.Emission;
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r.Metallic = s.Metallic;
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r.Smoothness = s.Smoothness;
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r.Occlusion = s.Occlusion;
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r.Alpha = s.Alpha;
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return LightingStandard (r, viewDir, gi) + c;
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}
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inline void LightingStandardCustom_GI(SurfaceOutputStandardCustom s, UnityGIInput data, inout UnityGI gi )
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{
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#if defined(UNITY_PASS_DEFERRED) && UNITY_ENABLE_REFLECTION_BUFFERS
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gi = UnityGlobalIllumination(data, s.Occlusion, s.Normal);
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#else
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UNITY_GLOSSY_ENV_FROM_SURFACE( g, s, data );
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gi = UnityGlobalIllumination( data, s.Occlusion, s.Normal, g );
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#endif
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}
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void surf( Input i , inout SurfaceOutputStandardCustom o )
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{
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float2 uv_SQZ_M = i.uv_texcoord * _SQZ_M_ST.xy + _SQZ_M_ST.zw;
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float4 tex2DNode120 = SAMPLE_TEXTURE2D( _SQZ_M, sampler_SQZ_M, uv_SQZ_M );
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Gradient gradient100 = NewGradient( 0, 3, 2, float4( 0, 0, 0, 0.4950027 ), float4( 1, 1, 1, 0.5000076 ), float4( 1, 1, 1, 1 ), 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
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float4 L_m104 = SampleGradient( gradient100, i.uv_texcoord.x );
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Gradient gradient99 = NewGradient( 0, 3, 2, float4( 1, 1, 1, 0.5000076 ), float4( 0, 0, 0, 0.5049973 ), float4( 0, 0, 0, 1 ), 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
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float4 R_m103 = SampleGradient( gradient99, i.uv_texcoord.x );
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float2 uv_Wide_M = i.uv_texcoord * _Wide_M_ST.xy + _Wide_M_ST.zw;
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float4 tex2DNode123 = SAMPLE_TEXTURE2D( _Wide_M, sampler_Wide_M, uv_Wide_M );
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float4 all_Eye_m136 = ( ( ( _WrinkleScale_Squeeze_Left * tex2DNode120 * L_m104 ) + ( _WrinkleScale_Squeeze_Right * R_m103 * tex2DNode120 ) + ( _WrinkleScale_Wide_Up_Left * tex2DNode123 * L_m104 ) + ( _WrinkleScale_Wide_Up_Right * tex2DNode123 * R_m103 ) ) * _wrinkle_AllScale );
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float2 uv_lip_Sad_M = i.uv_texcoord * _lip_Sad_M_ST.xy + _lip_Sad_M_ST.zw;
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float4 tex2DNode114 = SAMPLE_TEXTURE2D( _lip_Sad_M, sampler_lip_Sad_M, uv_lip_Sad_M );
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float4 all_Sad_m137 = ( ( ( _WrinkleScale_Sad_Left * tex2DNode114 * L_m104 ) + ( _WrinkleScale_Sad_Right * tex2DNode114 * R_m103 ) ) * _wrinkle_AllScale );
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float2 uv_lip_Smile_M = i.uv_texcoord * _lip_Smile_M_ST.xy + _lip_Smile_M_ST.zw;
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float4 tex2DNode112 = SAMPLE_TEXTURE2D( _lip_Smile_M, sampler_lip_Smile_M, uv_lip_Smile_M );
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float4 all_Smile_m138 = ( ( ( _WrinkleScale_Smile_Left * tex2DNode112 * L_m104 ) + ( _WrinkleScale_Smile_Right * tex2DNode112 * R_m103 ) ) * _wrinkle_AllScale );
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float4 Normal_out150 = ( float4( UnpackNormal( SAMPLE_TEXTURE2D( _Normal, sampler_Normal, i.uv_texcoord ) ) , 0.0 ) + ( all_Eye_m136 * float4( UnpackNormal( SAMPLE_TEXTURE2D( _Wrinkle, sampler_Wrinkle, i.uv_texcoord ) ) , 0.0 ) ) + ( all_Sad_m137 * float4( UnpackNormal( SAMPLE_TEXTURE2D( _Wrinkle_Sad, sampler_Wrinkle_Sad, i.uv_texcoord ) ) , 0.0 ) ) + ( all_Smile_m138 * float4( UnpackNormal( SAMPLE_TEXTURE2D( _Wrinkle_Smile, sampler_Wrinkle_Smile, i.uv_texcoord ) ) , 0.0 ) ) );
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float2 uv_TexCoord18 = i.uv_texcoord * _DetailSkin_Tiling;
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float cos19 = cos( radians( _DetailSkin_Rotate ) );
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float sin19 = sin( radians( _DetailSkin_Rotate ) );
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float2 rotator19 = mul( uv_TexCoord18 - float2( 0.5,0.5 ) , float2x2( cos19 , -sin19 , sin19 , cos19 )) + float2( 0.5,0.5 );
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float4 tex2DNode26 = SAMPLE_TEXTURE2D( _Mask, sampler_Mask, i.uv_texcoord );
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float4 lerpResult158 = lerp( Normal_out150 , SAMPLE_TEXTURE2D( _DetailSkin_Normal, sampler_DetailSkin_Normal, rotator19 ) , ( _DetailSkin_alpha * tex2DNode26.g ));
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float4 Normal86 = ( ( lerpResult158 * _DetailSkin_alpha ) + Normal_out150 );
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o.Normal = Normal86.rgb;
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float temp_output_37_0 = ( tex2DNode26.r * _Translucency_Power );
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float4 color71 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
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Gradient gradient72 = NewGradient( 0, 2, 2, float4( 0.972549, 0.7921569, 0.7921569, 0 ), float4( 1, 0.9572161, 0.9481132, 1 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float3 ase_worldPos = i.worldPos;
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#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
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float3 ase_worldlightDir = 0;
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#else //aseld
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float3 ase_worldlightDir = Unity_SafeNormalize( UnityWorldSpaceLightDir( ase_worldPos ) );
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#endif //aseld
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float dotResult7 = dot( ase_worldNormal , ( ase_worldlightDir * _SSS_Depth ) );
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float layeredBlendVar70 = temp_output_37_0;
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float4 layeredBlend70 = ( lerp( color71,( SampleGradient( gradient72, dotResult7 ) * _SSS_Power ) , layeredBlendVar70 ) );
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float4 Albedo81 = ( SAMPLE_TEXTURE2D( _Albedo, sampler_Albedo, i.uv_texcoord ) * layeredBlend70 );
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o.Albedo = Albedo81.rgb;
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float4 tex2DNode46 = SAMPLE_TEXTURE2D( _Metalic, sampler_Metalic, i.uv_texcoord );
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float4 Metallic84 = ( _MetalicPower * tex2DNode46 );
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o.Metallic = Metallic84.r;
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float Smoothness83 = ( ( _DetailSkin_MetalicAlpha * ( SAMPLE_TEXTURE2D( _DetailSkin_Metalic, sampler_DetailSkin_Metalic, i.uv_texcoord ).a * tex2DNode26.g ) ) + ( tex2DNode46.a * _Smoothness ) );
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o.Smoothness = Smoothness83;
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float AO85 = ( tex2DNode26.b * _AO_power );
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o.Occlusion = AO85;
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float Translucency79 = temp_output_37_0;
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float3 temp_cast_9 = (Translucency79).xxx;
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o.Translucency = temp_cast_9;
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o.Alpha = 1;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustom keepalpha fullforwardshadows exclude_path:deferred
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ENDCG
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Pass
|
||||
{
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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
|
||||
#pragma fragment frag
|
||||
#pragma target 3.0
|
||||
#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"
|
||||
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
|
||||
#define CAN_SKIP_VPOS
|
||||
#endif
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||||
#include "UnityCG.cginc"
|
||||
#include "Lighting.cginc"
|
||||
#include "UnityPBSLighting.cginc"
|
||||
struct v2f
|
||||
{
|
||||
V2F_SHADOW_CASTER;
|
||||
float2 customPack1 : TEXCOORD1;
|
||||
float4 tSpace0 : TEXCOORD2;
|
||||
float4 tSpace1 : TEXCOORD3;
|
||||
float4 tSpace2 : TEXCOORD4;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
v2f vert( appdata_full v )
|
||||
{
|
||||
v2f o;
|
||||
UNITY_SETUP_INSTANCE_ID( v );
|
||||
UNITY_INITIALIZE_OUTPUT( v2f, o );
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
||||
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
||||
Input customInputData;
|
||||
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
|
||||
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
|
||||
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
|
||||
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
|
||||
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
|
||||
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
|
||||
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
|
||||
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
|
||||
o.customPack1.xy = customInputData.uv_texcoord;
|
||||
o.customPack1.xy = v.texcoord;
|
||||
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
|
||||
return o;
|
||||
}
|
||||
half4 frag( v2f IN
|
||||
#if !defined( CAN_SKIP_VPOS )
|
||||
, UNITY_VPOS_TYPE vpos : VPOS
|
||||
#endif
|
||||
) : SV_Target
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
Input surfIN;
|
||||
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
|
||||
surfIN.uv_texcoord = IN.customPack1.xy;
|
||||
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
|
||||
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
|
||||
surfIN.worldPos = worldPos;
|
||||
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
|
||||
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
|
||||
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
|
||||
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
|
||||
SurfaceOutputStandardCustom o;
|
||||
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandardCustom, o )
|
||||
surf( surfIN, o );
|
||||
#if defined( CAN_SKIP_VPOS )
|
||||
float2 vpos = IN.pos;
|
||||
#endif
|
||||
SHADOW_CASTER_FRAGMENT( IN )
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
Fallback "Diffuse"
|
||||
CustomEditor "ASEMaterialInspector"
|
||||
}
|
||||
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|
||||
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|
||||
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Node;AmplifyShaderEditor.GetLocalVarNode;115;-4510.704,1303.902;Inherit;False;103;R_m;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;113;-5762.145,1554.898;Inherit;False;Property;_WrinkleScale_Sad_Right;WrinkleScale_Sad_Right;13;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;110;-5760.923,1394.412;Inherit;False;Property;_WrinkleScale_Sad_Left;WrinkleScale_Sad_Left;12;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;114;-6072.71,1473.314;Inherit;True;Property;_lip_Sad_M;lip_Sad_M;6;0;Create;True;0;0;False;0;False;-1;b651b3205353cbe4eafef19f8cd4eee6;None;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.SimpleMultiplyOpNode;126;-4273.433,607.8378;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;125;-4273.177,869.8079;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;129;-4229.981,1088.737;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;131;-4212.857,1507.256;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;128;-5367.087,1590.42;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;127;-5373.886,1434.849;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;130;-4223.379,1212.372;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
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||||
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||||
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||||
Node;AmplifyShaderEditor.RangedFloatNode;155;-5052.234,1888.661;Inherit;False;Property;_wrinkle_AllScale;wrinkle_AllScale;16;0;Create;True;0;0;False;0;False;0;1;1;50;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleAddOpNode;134;-5219.82,1446.772;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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||||
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||||
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;153;-3776.39,643.4372;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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||||
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|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
Node;AmplifyShaderEditor.SamplerNode;149;-3061.233,1476.57;Inherit;True;Property;_Normal;Normal;0;0;Create;True;0;0;False;0;False;-1;5f6a88171526ba44b8edd0316d32be0e;None;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
|
||||
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|
||||
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|
||||
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|
||||
Node;AmplifyShaderEditor.RangedFloatNode;14;-1980.15,1123.764;Inherit;False;Property;_DetailSkin_Rotate;DetailSkin_Rotate;29;0;Create;True;0;0;False;0;False;0;0;0;360;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;145;-3128.717,826.8129;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT3;0,0,0;False;1;COLOR;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;12;-2024.223,-205.4592;Inherit;False;Property;_SSS_Depth;SSS_Depth;21;0;Create;True;0;0;False;0;False;1;1;0;10;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;6;-1996.104,-375.6187;Inherit;False;True;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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Node;AmplifyShaderEditor.RotatorNode;19;-1493.154,893.4912;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;150;-2433.694,1105.526;Inherit;False;Normal_out;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;21;-1270.01,1054.852;Inherit;False;Property;_DetailSkin_alpha;DetailSkin_alpha;28;0;Create;True;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;151;-946.4784,1169.967;Inherit;False;150;Normal_out;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;38;-1161.322,446.4533;Inherit;False;Property;_Translucency_Power;Translucency_Power;31;0;Create;True;0;0;False;0;False;0.6;0.6;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.GradientSampleNode;4;-1301.101,-594.6799;Inherit;True;2;0;OBJECT;;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;23;-951.6035,963.5776;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;37;-792.6582,377.6286;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;46;-1310.521,1795.697;Inherit;True;Property;_Metalic;Metalic;18;0;Create;True;0;0;False;0;False;-1;None;None;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.ColorNode;71;-791.9308,-197.0864;Inherit;False;Constant;_Color0;Color 0;20;0;Create;True;0;0;False;0;False;1,1,1,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;73;-289.7696,157.0661;Inherit;False;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.SimpleMultiplyOpNode;44;-847.4484,1410.771;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;55;-900.9518,-430.5521;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;51;-875.8831,1987.181;Inherit;False;Property;_Smoothness;Smoothness;20;0;Create;True;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;158;-685.9257,780.9528;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;45;-778.6556,1602.979;Inherit;False;Property;_DetailSkin_MetalicAlpha;DetailSkin_MetalicAlpha;30;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.LayeredBlendNode;70;-291.9867,-208.8582;Inherit;True;6;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;52;-622.3829,1910.48;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;47;-471.1548,1523.58;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;54;-1145.253,556.6238;Inherit;False;Property;_AO_power;AO_power;24;0;Create;True;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;159;-431.7331,901.3828;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RangedFloatNode;48;-574.8556,1437.58;Inherit;False;Property;_MetalicPower;MetalicPower;19;0;Create;True;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SamplerNode;9;-59.90963,144.5609;Inherit;True;Property;_Albedo;Albedo;17;0;Create;True;0;0;False;0;False;-1;None;None;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.SimpleMultiplyOpNode;53;-794.247,534.9562;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;156;-236.0334,1015.347;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.SimpleAddOpNode;49;-234.1212,1746.979;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;10;354.7015,184.0346;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.SimpleMultiplyOpNode;50;-226.1833,1455.078;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;83;-56.14864,1758.119;Inherit;False;Smoothness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;86;-18.79991,1016.326;Inherit;False;Normal;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;85;-536.3601,562.4451;Inherit;False;AO;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;79;-537.497,429.1004;Inherit;False;Translucency;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;81;546.948,185.7379;Inherit;False;Albedo;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;84;-37.60497,1472.218;Inherit;False;Metallic;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode;87;317.3397,872.149;Inherit;False;86;Normal;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode;90;293.7708,1009.577;Inherit;False;83;Smoothness;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;89;318.7708,1077.577;Inherit;False;85;AO;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;88;317.7708,940.5767;Inherit;False;84;Metallic;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.GetLocalVarNode;80;288.7276,1146.958;Inherit;False;79;Translucency;1;0;OBJECT;;False;1;FLOAT;0
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Node;AmplifyShaderEditor.GetLocalVarNode;82;314.498,801.9138;Inherit;False;81;Albedo;1;0;OBJECT;;False;1;COLOR;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;642.5273,826.9124;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;JinShader_Skin4;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;-1;0;False;-1;False;0;False;-1;0;False;-1;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;ForwardOnly;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;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;Relative;0;;-1;32;-1;-1;0;False;0;0;False;-1;-1;0;False;-1;0;0;0;False;0.1;False;-1;0;False;-1;True;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;101;0;100;0
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WireConnection;101;1;98;0
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WireConnection;102;0;99;0
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WireConnection;102;1;98;0
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WireConnection;103;0;102;0
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WireConnection;104;0;101;0
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WireConnection;126;0;119;0
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WireConnection;126;1;120;0
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WireConnection;126;2;116;0
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WireConnection;125;0;117;0
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WireConnection;125;1;118;0
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WireConnection;125;2;120;0
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WireConnection;129;0;124;0
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WireConnection;129;1;123;0
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WireConnection;129;2;121;0
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WireConnection;131;0;107;0
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WireConnection;131;1;112;0
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WireConnection;131;2;106;0
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WireConnection;132;0;105;0
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WireConnection;132;1;112;0
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WireConnection;132;2;108;0
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WireConnection;128;0;113;0
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WireConnection;128;1;114;0
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WireConnection;128;2;109;0
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WireConnection;127;0;110;0
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WireConnection;127;1;114;0
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WireConnection;127;2;111;0
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WireConnection;130;0;122;0
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WireConnection;130;1;123;0
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WireConnection;130;2;115;0
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WireConnection;135;0;131;0
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WireConnection;135;1;132;0
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WireConnection;133;0;126;0
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WireConnection;133;1;125;0
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WireConnection;133;2;129;0
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WireConnection;133;3;130;0
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WireConnection;134;0;127;0
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WireConnection;134;1;128;0
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WireConnection;152;0;135;0
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WireConnection;152;1;155;0
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WireConnection;154;0;134;0
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WireConnection;154;1;155;0
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WireConnection;153;0;133;0
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WireConnection;153;1;155;0
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WireConnection;136;0;153;0
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WireConnection;138;0;152;0
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WireConnection;137;0;154;0
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WireConnection;144;1;157;0
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WireConnection;142;1;157;0
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WireConnection;140;1;157;0
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WireConnection;149;1;157;0
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WireConnection;147;0;141;0
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WireConnection;147;1;142;0
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WireConnection;146;0;139;0
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WireConnection;146;1;140;0
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WireConnection;145;0;143;0
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WireConnection;145;1;144;0
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WireConnection;11;0;6;0
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WireConnection;11;1;12;0
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WireConnection;18;0;15;0
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WireConnection;148;0;149;0
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WireConnection;148;1;145;0
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WireConnection;148;2;146;0
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WireConnection;148;3;147;0
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WireConnection;16;0;14;0
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WireConnection;7;0;8;0
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WireConnection;7;1;11;0
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WireConnection;26;1;78;0
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WireConnection;19;0;18;0
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WireConnection;19;1;17;0
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WireConnection;19;2;16;0
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WireConnection;150;0;148;0
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WireConnection;4;0;72;0
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WireConnection;4;1;7;0
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WireConnection;23;0;21;0
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WireConnection;23;1;26;2
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WireConnection;22;1;19;0
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WireConnection;43;1;74;0
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WireConnection;37;0;26;1
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WireConnection;37;1;38;0
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WireConnection;46;1;75;0
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WireConnection;44;0;43;4
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WireConnection;44;1;26;2
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WireConnection;55;0;4;0
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WireConnection;55;1;56;0
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WireConnection;158;0;151;0
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WireConnection;158;1;22;0
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WireConnection;158;2;23;0
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WireConnection;70;0;37;0
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WireConnection;70;1;71;0
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WireConnection;70;2;55;0
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WireConnection;52;0;46;4
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WireConnection;52;1;51;0
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WireConnection;47;0;45;0
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WireConnection;47;1;44;0
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WireConnection;159;0;158;0
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WireConnection;159;1;21;0
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WireConnection;9;1;73;0
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WireConnection;53;0;26;3
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WireConnection;53;1;54;0
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WireConnection;156;0;159;0
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WireConnection;156;1;151;0
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WireConnection;49;0;47;0
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WireConnection;49;1;52;0
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WireConnection;10;0;9;0
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WireConnection;10;1;70;0
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WireConnection;50;0;48;0
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WireConnection;50;1;46;0
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WireConnection;83;0;49;0
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WireConnection;86;0;156;0
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WireConnection;85;0;53;0
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WireConnection;79;0;37;0
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WireConnection;81;0;10;0
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WireConnection;84;0;50;0
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WireConnection;0;0;82;0
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WireConnection;0;1;87;0
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WireConnection;0;3;88;0
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WireConnection;0;4;90;0
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WireConnection;0;5;89;0
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WireConnection;0;7;80;0
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ASEEND*/
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||||
//CHKSM=88987B34B8087CB6E197D31CBF383279D1C2130A
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||||
Reference in New Issue
Block a user