// Made with Amplify Shader Editor v1.9.1.8 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/2D Lit URP SSU" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 _MainTex("MainTex", 2D) = "white" {} _MaskMap("Mask Map", 2D) = "white" {} _NormalMap("Normal Map", 2D) = "bump" {} _NormalIntensity("Normal Intensity", Float) = 1 [Toggle(_VERTEXTINTFIRST_ON)] _VertexTintFirst("Vertex Tint First", Float) = 0 [Toggle(_PIXELPERFECTSPACE_ON)] _PixelPerfectSpace("Pixel Perfect Space", Float) = 0 [Toggle(_PIXELPERFECTUV_ON)] _PixelPerfectUV("Pixel Perfect UV", Float) = 0 [Toggle(_SPRITESHEETFIX_ON)] _SpriteSheetFix("Sprite Sheet Fix", Float) = 0 _SpriteSheetRect("Sprite Sheet Rect", Vector) = (0,0,1,1) [Toggle(_TILINGFIX_ON)] _TilingFix("Tiling Fix", Float) = 0 [Toggle(_BAKEDMATERIAL_ON)] _BakedMaterial("Baked Material", Float) = 0 [KeywordEnum(UV,UV_Raw,Object,Object_Scaled,World,UI_Graphic,Screen)] _ShaderSpace("Shader Space", Float) = 0 _PixelsPerUnit("Pixels Per Unit", Float) = 100 _ScreenWidthUnits("Screen Width Units", Float) = 10 _RectWidth("Rect Width", Float) = 100 _RectHeight("Rect Height", Float) = 100 [KeywordEnum(None,Full,Mask,Dissolve,Spread)] _ShaderFading("Shader Fading", Float) = 0 _FadingFade("Fading: Fade", Range( 0 , 1)) = 1 _FadingPosition("Fading: Position", Vector) = (0,0,0,0) _FadingWidth("Fading: Width", Float) = 0.3 _FadingNoiseFactor("Fading: Noise Factor", Float) = 0.2 _FadingNoiseScale("Fading: Noise Scale", Vector) = (0.2,0.2,0,0) _FadingMask("Fading: Mask", 2D) = "white" {} [Toggle(_TOGGLEUNSCALEDTIME_ON)] _ToggleUnscaledTime("Toggle: Unscaled Time", Float) = 0 [Toggle(_TOGGLECUSTOMTIME_ON)] _ToggleCustomTime("Toggle: Custom Time", Float) = 0 _TimeValue("Time: Value", Float) = 0 [Toggle(_TOGGLETIMESPEED_ON)] _ToggleTimeSpeed("Toggle: Time Speed", Float) = 0 _TimeSpeed("Time: Speed", Float) = 1 [Toggle(_TOGGLETIMEFPS_ON)] _ToggleTimeFPS("Toggle: Time FPS", Float) = 0 _TimeFPS("Time: FPS", Float) = 5 [Toggle(_TOGGLETIMEFREQUENCY_ON)] _ToggleTimeFrequency("Toggle: Time Frequency", Float) = 0 _TimeFrequency("Time: Frequency", Float) = 2 _TimeRange("Time: Range", Float) = 0.5 _UberNoiseTexture("Uber Noise Texture", 2D) = "white" {} [Toggle(_ENABLESTRONGTINT_ON)] _EnableStrongTint("Enable Strong Tint", Float) = 0 _StrongTintFade("Strong Tint: Fade", Range( 0 , 1)) = 1 [HDR][NoAlpha]_StrongTintTint("Strong Tint: Tint", Color) = (1,1,1,1) [Toggle(_STRONGTINTCONTRASTTOGGLE_ON)] _StrongTintContrastToggle("Strong Tint: Contrast Toggle", Float) = 0 _StrongTintContrast("Strong Tint: Contrast", Float) = 0 [Toggle(_STRONGTINTMASKTOGGLE_ON)] _StrongTintMaskToggle("Strong Tint: Mask Toggle", Float) = 0 _StrongTintMask("Strong Tint: Mask", 2D) = "white" {} [Toggle(_ENABLEADDCOLOR_ON)] _EnableAddColor("Enable Add Color", Float) = 0 _AddColorFade("Add Color: Fade", Range( 0 , 1)) = 1 [HDR]_AddColorColor("Add Color: Color", Color) = (2.996078,0,0,0) [Toggle(_ADDCOLORCONTRASTTOGGLE_ON)] _AddColorContrastToggle("Add Color: Contrast Toggle", Float) = 0 _AddColorContrast("Add Color: Contrast", Float) = 0.5 [Toggle(_ADDCOLORMASKTOGGLE_ON)] _AddColorMaskToggle("Add Color: Mask Toggle", Float) = 0 _AddColorMask("Add Color: Mask", 2D) = "white" {} [Toggle(_ENABLEALPHATINT_ON)] _EnableAlphaTint("Enable Alpha Tint", Float) = 0 _AlphaTintFade("Alpha Tint: Fade", Range( 0 , 1)) = 1 [HDR]_AlphaTintColor("Alpha Tint: Color", Color) = (95.87451,5.019608,95.87451,0) _AlphaTintMinAlpha("Alpha Tint: Min Alpha", Range( 0 , 1)) = 0.02 [Toggle(_ENABLESHADOW_ON)] _EnableShadow("Enable Shadow", Float) = 0 _ShadowFade("Shadow: Fade", Range( 0 , 1)) = 1 _ShadowOffset("Shadow: Offset", Vector) = (0.05,-0.05,0,0) _ShadowColor("Shadow: Color", Color) = (0,0,0,0) [Toggle(_ENABLEBRIGHTNESS_ON)] _EnableBrightness("Enable Brightness", Float) = 0 _Brightness("Brightness", Float) = 1 [Toggle(_ENABLECONTRAST_ON)] _EnableContrast("Enable Contrast", Float) = 0 _Contrast("Contrast", Float) = 1 [Toggle(_ENABLESATURATION_ON)] _EnableSaturation("Enable Saturation", Float) = 0 _Saturation("Saturation", Float) = 1 [Toggle(_ENABLEHUE_ON)] _EnableHue("Enable Hue", Float) = 0 _Hue("Hue", Range( -1 , 1)) = 0 [Toggle(_ENABLERECOLORRGB_ON)] _EnableRecolorRGB("Enable Recolor RGB", Float) = 0 _RecolorRGBFade("Recolor RGB: Fade", Range( 0 , 1)) = 1 [HDR]_RecolorRGBRedTint("Recolor RGB: Red Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBGreenTint("Recolor RGB: Green Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBBlueTint("Recolor RGB: Blue Tint", Color) = (1,1,1,0.5019608) [Toggle(_RECOLORRGBTEXTURETOGGLE_ON)] _RecolorRGBTextureToggle("Recolor RGB: Texture Toggle", Float) = 0 _RecolorRGBTexture("Recolor RGB: Texture", 2D) = "white" {} [Toggle(_ENABLERECOLORRGBYCP_ON)] _EnableRecolorRGBYCP("Enable Recolor RGBYCP", Float) = 0 _RecolorRGBYCPFade("Recolor RGBYCP: Fade", Range( 0 , 1)) = 1 [HDR]_RecolorRGBYCPRedTint("Recolor RGBYCP: Red Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPYellowTint("Recolor RGBYCP: Yellow Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPGreenTint("Recolor RGBYCP: Green Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPCyanTint("Recolor RGBYCP: Cyan Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPBlueTint("Recolor RGBYCP: Blue Tint", Color) = (1,1,1,0.5019608) [HDR]_RecolorRGBYCPPurpleTint("Recolor RGBYCP: Purple Tint", Color) = (1,1,1,0.5019608) [Toggle(_RECOLORRGBYCPTEXTURETOGGLE_ON)] _RecolorRGBYCPTextureToggle("Recolor RGBYCP: Texture Toggle", Float) = 0 _RecolorRGBYCPTexture("Recolor RGBYCP: Texture", 2D) = "white" {} [Toggle(_ENABLEINNEROUTLINE_ON)] _EnableInnerOutline("Enable Inner Outline", Float) = 0 _InnerOutlineFade("Inner Outline: Fade", Range( 0 , 1)) = 1 [HDR]_InnerOutlineColor("Inner Outline: Color", Color) = (11.98431,1.254902,1.254902,1) _InnerOutlineWidth("Inner Outline: Width", Float) = 0.02 [Toggle(_INNEROUTLINEDISTORTIONTOGGLE_ON)] _InnerOutlineDistortionToggle("Inner Outline: Distortion Toggle", Float) = 0 _InnerOutlineDistortionIntensity("Inner Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) _InnerOutlineNoiseScale("Inner Outline: Noise Scale", Vector) = (4,4,0,0) _InnerOutlineNoiseSpeed("Inner Outline: Noise Speed", Vector) = (0,0.1,0,0) [Toggle(_INNEROUTLINETEXTURETOGGLE_ON)] _InnerOutlineTextureToggle("Inner Outline: Texture Toggle", Float) = 0 _InnerOutlineTintTexture("Inner Outline: Tint Texture", 2D) = "white" {} _InnerOutlineTextureSpeed("Inner Outline: Texture Speed", Vector) = (0.5,0,0,0) [Toggle(_INNEROUTLINEOUTLINEONLYTOGGLE_ON)] _InnerOutlineOutlineOnlyToggle("Inner Outline: Outline Only Toggle", Float) = 0 [Toggle(_ENABLEOUTEROUTLINE_ON)] _EnableOuterOutline("Enable Outer Outline", Float) = 0 _OuterOutlineFade("Outer Outline: Fade", Range( 0 , 1)) = 1 [HDR]_OuterOutlineColor("Outer Outline: Color", Color) = (0,0,0,1) _OuterOutlineWidth("Outer Outline: Width", Float) = 0.04 [Toggle(_OUTEROUTLINEDISTORTIONTOGGLE_ON)] _OuterOutlineDistortionToggle("Outer Outline: Distortion Toggle", Float) = 0 _OuterOutlineDistortionIntensity("Outer Outline: Distortion Intensity", Vector) = (0.01,0.01,0,0) _OuterOutlineNoiseScale("Outer Outline: Noise Scale", Vector) = (4,4,0,0) _OuterOutlineNoiseSpeed("Outer Outline: Noise Speed", Vector) = (0,0.1,0,0) [Toggle(_OUTEROUTLINETEXTURETOGGLE_ON)] _OuterOutlineTextureToggle("Outer Outline: Texture Toggle", Float) = 0 _OuterOutlineTintTexture("Outer Outline: Tint Texture", 2D) = "white" {} _OuterOutlineTextureSpeed("Outer Outline: Texture Speed", Vector) = (0.5,0,0,0) [Toggle(_OUTEROUTLINEOUTLINEONLYTOGGLE_ON)] _OuterOutlineOutlineOnlyToggle("Outer Outline: Outline Only Toggle", Float) = 0 [Toggle(_ENABLEPIXELOUTLINE_ON)] _EnablePixelOutline("Enable Pixel Outline", Float) = 0 _PixelOutlineFade("Pixel Outline: Fade", Range( 0 , 1)) = 1 [HDR]_PixelOutlineColor("Pixel Outline: Color", Color) = (0,0,0,1) _PixelOutlineWidth("Pixel Outline: Width", Float) = 1 [Toggle(_PIXELOUTLINETEXTURETOGGLE_ON)] _PixelOutlineTextureToggle("Pixel Outline: Texture Toggle", Float) = 0 _PixelOutlineTintTexture("Pixel Outline: Tint Texture", 2D) = "white" {} _PixelOutlineTextureSpeed("Pixel Outline: Texture Speed", Vector) = (0.5,0,0,0) [Toggle(_PIXELOUTLINEOUTLINEONLYTOGGLE_ON)] _PixelOutlineOutlineOnlyToggle("Pixel Outline: Outline Only Toggle", Float) = 0 [Toggle(_ENABLEADDHUE_ON)] _EnableAddHue("Enable Add Hue", Float) = 0 _AddHueFade("Add Hue: Fade", Range( 0 , 1)) = 1 _AddHueSpeed("Add Hue: Speed", Float) = 1 _AddHueBrightness("Add Hue: Brightness", Float) = 2 _AddHueSaturation("Add Hue: Saturation", Range( 0 , 1)) = 1 _AddHueContrast("Add Hue: Contrast", Float) = 0.5 [Toggle(_ADDHUEMASKTOGGLE_ON)] _AddHueMaskToggle("Add Hue: Mask Toggle", Float) = 0 _AddHueMask("Add Hue: Mask", 2D) = "white" {} [Toggle(_ENABLEPINGPONGGLOW_ON)] _EnablePingPongGlow("Enable Ping-Pong Glow", Float) = 0 _PingPongGlowFade("Ping-Pong Glow: Fade", Range( 0 , 1)) = 1 [HDR]_PingPongGlowFrom("Ping-Pong Glow: From", Color) = (5.992157,0.1882353,0.1882353,0) [HDR]_PingPongGlowTo("Ping-Pong Glow: To", Color) = (0.1882353,0.1882353,5.992157,0) _PingPongGlowFrequency("Ping-Pong Glow: Frequency", Float) = 3 _PingPongGlowContrast("Ping-Pong Glow: Contrast", Float) = 1 [Toggle(_ENABLESHIFTHUE_ON)] _EnableShiftHue("Enable Shift Hue", Float) = 0 _ShiftHueSpeed("Shift Hue: Speed", Float) = 0.5 [Toggle(_ENABLEINKSPREAD_ON)] _EnableInkSpread("Enable Ink Spread", Float) = 0 _InkSpreadFade("Ink Spread: Fade", Range( 0 , 1)) = 1 [HDR]_InkSpreadColor("Ink Spread: Color", Color) = (8.47419,5.013525,0.08873497,0) _InkSpreadContrast("Ink Spread: Contrast", Float) = 2 _InkSpreadDistance("Ink Spread: Distance", Float) = 3 _InkSpreadPosition("Ink Spread: Position", Vector) = (0.5,-1,0,0) _InkSpreadWidth("Ink Spread: Width", Float) = 0.2 _InkSpreadNoiseScale("Ink Spread: Noise Scale", Vector) = (0.4,0.4,0,0) _InkSpreadNoiseFactor("Ink Spread: Noise Factor", Float) = 0.5 [Toggle(_ENABLEBLACKTINT_ON)] _EnableBlackTint("Enable Black Tint", Float) = 0 _BlackTintFade("Black Tint: Fade", Range( 0 , 1)) = 1 [HDR]_BlackTintColor("Black Tint: Color", Color) = (0,0,1,0) _BlackTintPower("Black Tint: Power", Float) = 4 [Toggle(_ENABLESINEGLOW_ON)] _EnableSineGlow("Enable Sine Glow", Float) = 0 _SineGlowFade("Sine Glow: Fade", Range( 0 , 1)) = 1 [HDR]_SineGlowColor("Sine Glow: Color", Color) = (0,2.007843,2.996078,0) _SineGlowContrast("Sine Glow: Contrast", Float) = 1 _SineGlowFrequency("Sine Glow: Frequency", Float) = 4 _SineGlowMin("Sine Glow: Min", Float) = 0 _SineGlowMax("Sine Glow: Max", Float) = 1 [Toggle(_SINEGLOWMASKTOGGLE_ON)] _SineGlowMaskToggle("Sine Glow: Mask Toggle", Float) = 0 _SineGlowMask("Sine Glow: Mask", 2D) = "white" {} [Toggle(_ENABLESPLITTONING_ON)] _EnableSplitToning("Enable Split Toning", Float) = 0 _SplitToningFade("Split Toning: Fade", Range( 0 , 1)) = 1 [HDR]_SplitToningHighlightsColor("Split Toning: Highlights Color", Color) = (1,0.1,0.1,0) [HDR]_SplitToningShadowsColor("Split Toning: Shadows Color", Color) = (0.1,0.4000002,1,0) _SplitToningContrast("Split Toning: Contrast", Float) = 1 _SplitToningBalance("Split Toning: Balance", Float) = 1 _SplitToningShift("Split Toning: Shift", Range( -1 , 1)) = 0 [Toggle(_ENABLECOLORREPLACE_ON)] _EnableColorReplace("Enable Color Replace", Float) = 0 _ColorReplaceFade("Color Replace: Fade", Range( 0 , 1)) = 1 _ColorReplaceFromColor("Color Replace: From Color", Color) = (0,0,0,0) [HDR]_ColorReplaceToColor("Color Replace: To Color", Color) = (0,0,0.2,0) _ColorReplaceRange("Color Replace: Range", Float) = 0.05 _ColorReplaceSmoothness("Color Replace: Smoothness", Float) = 0.1 _ColorReplaceContrast("Color Replace: Contrast", Float) = 1 [Toggle(_ENABLENEGATIVE_ON)] _EnableNegative("Enable Negative", Float) = 0 _NegativeFade("Negative: Fade", Range( 0 , 1)) = 1 [Toggle(_ENABLEHOLOGRAM_ON)] _EnableHologram("Enable Hologram", Float) = 0 _HologramFade("Hologram: Fade", Range( 0 , 1)) = 1 [HDR]_HologramTint("Hologram: Tint", Color) = (0.3137255,1.662745,2.996078,1) _HologramContrast("Hologram: Contrast", Float) = 1 _HologramLineFrequency("Hologram: Line Frequency", Float) = 500 _HologramLineGap("Hologram: Line Gap", Range( 0 , 5)) = 3 _HologramLineSpeed("Hologram: Line Speed", Float) = 0.01 _HologramMinAlpha("Hologram: Min Alpha", Range( 0 , 1)) = 0.2 _HologramDistortionOffset("Hologram: Distortion Offset", Float) = 0.5 _HologramDistortionSpeed("Hologram: Distortion Speed", Float) = 2 _HologramDistortionDensity("Hologram: Distortion Density", Float) = 0.5 _HologramDistortionScale("Hologram: Distortion Scale", Float) = 10 [Toggle(_ENABLEGLITCH_ON)] _EnableGlitch("Enable Glitch", Float) = 0 _GlitchFade("Glitch: Fade", Range( 0 , 1)) = 1 _GlitchMaskMin("Glitch: Mask Min", Range( 0 , 1)) = 0.4 _GlitchMaskScale("Glitch: Mask Scale", Vector) = (0,0.2,0,0) _GlitchMaskSpeed("Glitch: Mask Speed", Vector) = (0,4,0,0) _GlitchHueSpeed("Glitch: Hue Speed", Float) = 1 _GlitchBrightness("Glitch: Brightness", Float) = 4 _GlitchNoiseScale("Glitch: Noise Scale", Vector) = (0,3,0,0) _GlitchNoiseSpeed("Glitch: Noise Speed", Vector) = (0,1,0,0) _GlitchDistortion("Glitch: Distortion", Vector) = (0.1,0,0,0) _GlitchDistortionScale("Glitch: Distortion Scale", Vector) = (0,3,0,0) _GlitchDistortionSpeed("Glitch: Distortion Speed", Vector) = (0,1,0,0) [Toggle(_ENABLEFROZEN_ON)] _EnableFrozen("Enable Frozen", Float) = 0 _FrozenFade("Frozen: Fade", Range( 0 , 1)) = 1 [HDR]_FrozenTint("Frozen: Tint", Color) = (1.819608,4.611765,5.992157,0) _FrozenContrast("Frozen: Contrast", Float) = 2 [HDR]_FrozenSnowColor("Frozen: Snow Color", Color) = (1.123529,1.373203,1.498039,0) _FrozenSnowContrast("Frozen: Snow Contrast", Float) = 1 _FrozenSnowDensity("Frozen: Snow Density", Range( 0 , 1)) = 0.25 _FrozenSnowScale("Frozen: Snow Scale", Vector) = (0.1,0.1,0,0) [HDR]_FrozenHighlightColor("Frozen: Highlight Color", Color) = (1.797647,4.604501,5.992157,1) _FrozenHighlightContrast("Frozen: Highlight Contrast", Float) = 2 _FrozenHighlightDensity("Frozen: Highlight Density", Range( 0 , 1)) = 1 _FrozenHighlightSpeed("Frozen: Highlight Speed", Vector) = (0.1,0.1,0,0) _FrozenHighlightScale("Frozen: Highlight Scale", Vector) = (0.2,0.2,0,0) _FrozenHighlightDistortion("Frozen: Highlight Distortion", Vector) = (0.5,0.5,0,0) _FrozenHighlightDistortionSpeed("Frozen: Highlight Distortion Speed", Vector) = (-0.05,-0.05,0,0) _FrozenHighlightDistortionScale("Frozen: Highlight Distortion Scale", Vector) = (0.2,0.2,0,0) [Toggle(_ENABLERAINBOW_ON)] _EnableRainbow("Enable Rainbow", Float) = 0 _RainbowFade("Rainbow: Fade", Range( 0 , 1)) = 1 _RainbowBrightness("Rainbow: Brightness", Float) = 2 _RainbowSaturation("Rainbow: Saturation", Range( 0 , 1)) = 1 _RainbowContrast("Rainbow: Contrast", Float) = 1 _RainbowSpeed("Rainbow: Speed", Float) = 1 _RainbowDensity("Rainbow: Density", Float) = 0.5 _RainbowCenter("Rainbow: Center", Vector) = (0,0,0,0) _RainbowNoiseScale("Rainbow: Noise Scale", Vector) = (0.2,0.2,0,0) _RainbowNoiseFactor("Rainbow: Noise Factor", Float) = 0.2 [Toggle(_ENABLECAMOUFLAGE_ON)] _EnableCamouflage("Enable Camouflage", Float) = 0 _CamouflageFade("Camouflage: Fade", Range( 0 , 1)) = 1 _CamouflageBaseColor("Camouflage: Base Color", Color) = (0.7450981,0.7254902,0.5686275,0) _CamouflageContrast("Camouflage: Contrast", Float) = 1 _CamouflageColorA("Camouflage: Color A", Color) = (0.627451,0.5882353,0.4313726,0) _CamouflageDensityA("Camouflage: Density A", Range( 0 , 1)) = 0.4 _CamouflageSmoothnessA("Camouflage: Smoothness A", Range( 0 , 1)) = 0.2 _CamouflageNoiseScaleA("Camouflage: Noise Scale A", Vector) = (0.25,0.25,0,0) _CamouflageColorB("Camouflage: Color B", Color) = (0.4705882,0.4313726,0.3137255,0) _CamouflageDensityB("Camouflage: Density B", Range( 0 , 1)) = 0.4 _CamouflageSmoothnessB("Camouflage: Smoothness B", Range( 0 , 1)) = 0.2 _CamouflageNoiseScaleB("Camouflage: Noise Scale B", Vector) = (0.25,0.25,0,0) [Toggle(_CAMOUFLAGEANIMATIONTOGGLE_ON)] _CamouflageAnimationToggle("Camouflage: Animation Toggle", Float) = 0 _CamouflageDistortionSpeed("Camouflage: Distortion Speed", Vector) = (0.1,0.1,0,0) _CamouflageDistortionIntensity("Camouflage: Distortion Intensity", Vector) = (0.1,0.1,0,0) _CamouflageDistortionScale("Camouflage: Distortion Scale", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEMETAL_ON)] _EnableMetal("Enable Metal", Float) = 0 _MetalFade("Metal: Fade", Range( 0 , 1)) = 1 [HDR]_MetalColor("Metal: Color", Color) = (5.992157,3.639216,0.3137255,1) _MetalContrast("Metal: Contrast", Float) = 2 [HDR]_MetalHighlightColor("Metal: Highlight Color", Color) = (5.992157,3.796078,0.6588235,1) _MetalHighlightDensity("Metal: Highlight Density", Range( 0 , 1)) = 1 _MetalHighlightContrast("Metal: Highlight Contrast", Float) = 2 _MetalNoiseScale("Metal: Noise Scale", Vector) = (0.25,0.25,0,0) _MetalNoiseSpeed("Metal: Noise Speed", Vector) = (0.05,0.05,0,0) _MetalNoiseDistortionScale("Metal: Noise Distortion Scale", Vector) = (0.2,0.2,0,0) _MetalNoiseDistortionSpeed("Metal: Noise Distortion Speed", Vector) = (-0.05,-0.05,0,0) _MetalNoiseDistortion("Metal: Noise Distortion", Vector) = (0.5,0.5,0,0) [Toggle(_METALMASKTOGGLE_ON)] _MetalMaskToggle("Metal: Mask Toggle", Float) = 0 [NoScaleOffset]_MetalMask("Metal: Mask", 2D) = "white" {} [Toggle(_ENABLESHINE_ON)] _EnableShine("Enable Shine", Float) = 0 _ShineFade("Shine: Fade", Range( 0 , 1)) = 1 [HDR]_ShineColor("Shine: Color", Color) = (11.98431,11.98431,11.98431,0) _ShineSaturation("Shine: Saturation", Range( 0 , 1)) = 0.5 _ShineContrast("Shine: Contrast", Float) = 2 _ShineWidth("Shine: Width", Float) = 0.1 _ShineSpeed("Shine: Speed", Float) = 5 _ShineRotation("Shine: Rotation", Range( 0 , 360)) = 30 _ShineSmooth("Shine: Smoothness", Float) = 1 _ShineFrequency("Shine: Frequency", Float) = 0.3 [Toggle(_SHINEMASKTOGGLE_ON)] _ShineMaskToggle("Shine: Mask Toggle", Float) = 0 [NoScaleOffset]_ShineMask("Shine: Mask", 2D) = "white" {} [Toggle(_ENABLEBURN_ON)] _EnableBurn("Enable Burn", Float) = 0 _BurnFade("Burn: Fade", Range( 0 , 1)) = 1 _BurnPosition("Burn: Position", Vector) = (0,5,0,0) _BurnRadius("Burn: Radius", Float) = 5 [HDR]_BurnEdgeColor("Burn: Edge Color", Color) = (11.98431,1.129412,0.1254902,0) _BurnWidth("Burn: Width", Float) = 0.1 _BurnEdgeNoiseScale("Burn: Edge Noise Scale", Vector) = (0.3,0.3,0,0) _BurnEdgeNoiseFactor("Burn: Edge Noise Factor", Float) = 0.5 [HDR]_BurnInsideColor("Burn: Inside Color", Color) = (0.75,0.5625,0.525,0) _BurnInsideContrast("Burn: Inside Contrast", Float) = 2 [HDR]_BurnInsideNoiseColor("Burn: Inside Noise Color", Color) = (3084.047,257.0039,0,0) _BurnInsideNoiseFactor("Burn: Inside Noise Factor", Float) = 0.2 _BurnInsideNoiseScale("Burn: Inside Noise Scale", Vector) = (0.5,0.5,0,0) _BurnSwirlFactor("Burn: Swirl Factor", Float) = 1 _BurnSwirlNoiseScale("Burn: Swirl Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLEPOISON_ON)] _EnablePoison("Enable Poison", Float) = 0 _PoisonFade("Poison: Fade", Range( 0 , 1)) = 1 [HDR]_PoisonColor("Poison: Color", Color) = (0.3137255,2.996078,0.3137255,0) _PoisonDensity("Poison: Density", Float) = 3 _PoisonRecolorFactor("Poison: Recolor Factor", Range( 0 , 1)) = 0.5 _PoisonShiftSpeed("Poison: Shift Speed", Float) = 0.2 _PoisonNoiseBrightness("Poison: Noise Brightness", Float) = 2 _PoisonNoiseScale("Poison: Noise Scale", Vector) = (0.2,0.2,0,0) _PoisonNoiseSpeed("Poison: Noise Speed", Vector) = (0,-0.2,0,0) [Toggle(_ENABLEENCHANTED_ON)] _EnableEnchanted("Enable Enchanted", Float) = 0 _EnchantedFade("Enchanted: Fade", Range( 0 , 1)) = 1 _EnchantedSpeed("Enchanted: Speed", Vector) = (0,1,0,0) _EnchantedScale("Enchanted: Scale", Vector) = (0.1,0.1,0,0) _EnchantedBrightness("Enchanted: Brightness", Float) = 1 _EnchantedContrast("Enchanted: Contrast", Float) = 0.5 _EnchantedReduce("Enchanted: Reduce", Range( 0 , 2)) = 0 [Toggle(_ENCHANTEDRAINBOWTOGGLE_ON)] _EnchantedRainbowToggle("Enchanted: Rainbow Toggle", Float) = 0 _EnchantedRainbowSpeed("Enchanted: Rainbow Speed", Float) = 0.5 _EnchantedRainbowDensity("Enchanted: Rainbow Density", Float) = 0.5 _EnchantedRainbowSaturation("Enchanted: Rainbow Saturation", Float) = 0.8 [HDR]_EnchantedLowColor("Enchanted: Low Color", Color) = (2.996078,0,0,0) [HDR]_EnchantedHighColor("Enchanted: High Color", Color) = (0,0.7098798,4.237095,0) [Toggle(_ENCHANTEDLERPTOGGLE_ON)] _EnchantedLerpToggle("Enchanted: Lerp Toggle", Float) = 0 [Toggle(_ENABLESHIFTING_ON)] _EnableShifting("Enable Shifting", Float) = 0 _ShiftingFade("Shifting: Fade", Range( 0 , 1)) = 1 _ShiftingSpeed("Shifting: Speed", Float) = 0.5 _ShiftingDensity("Shifting: Density", Float) = 1.5 _ShiftingBrightness("Shifting: Brightness", Float) = 1 _ShiftingContrast("Shifting: Contrast", Float) = 0.5 [Toggle(_SHIFTINGRAINBOWTOGGLE_ON)] _ShiftingRainbowToggle("Shifting: Rainbow Toggle", Float) = 0 _ShiftingSaturation("Shifting: Saturation", Float) = 0.8 [HDR]_ShiftingColorA("Shifting: Color A", Color) = (1.498039,0,0,0) [HDR]_ShiftingColorB("Shifting: Color B", Color) = (1.498039,0.7490196,0,0) [Toggle(_ENABLETEXTURELAYER1_ON)] _EnableTextureLayer1("Enable Texture Layer 1", Float) = 0 _TextureLayer1Fade("Texture Layer 1: Fade", Range( 0 , 1)) = 1 _TextureLayer1Texture("Texture Layer 1: Texture", 2D) = "white" {} [HDR]_TextureLayer1Color("Texture Layer 1: Color", Color) = (0.4494117,1.298301,2.996079,1) _TextureLayer1Scale("Texture Layer 1: Scale", Vector) = (1,1,0,0) _TextureLayer1Offset("Texture Layer 1: Offset", Vector) = (0,0,0,0) [Toggle(_TEXTURELAYER1CONTRASTTOGGLE_ON)] _TextureLayer1ContrastToggle("Texture Layer 1: Contrast Toggle", Float) = 0 _TextureLayer1Contrast("Texture Layer 1: Contrast", Float) = 1 [Toggle(_TEXTURELAYER1SCROLLTOGGLE_ON)] _TextureLayer1ScrollToggle("Texture Layer 1: Scroll Toggle", Float) = 0 _TextureLayer1ScrollSpeed("Texture Layer 1: Scroll Speed", Vector) = (0,1,0,0) [Toggle(_TEXTURELAYER1SHEETTOGGLE_ON)] _TextureLayer1SheetToggle("Texture Layer 1: Sheet Toggle", Float) = 1 _TextureLayer1Columns("Texture Layer 1: Columns", Int) = 3 _TextureLayer1Rows("Texture Layer 1: Rows", Int) = 3 _TextureLayer1Speed("Texture Layer 1: Speed", Float) = 20 _TextureLayer1StartFrame("Texture Layer 1: Start Frame", Int) = 0 _TextureLayer1EdgeClip("Texture Layer 1: Edge Clip", Range( 0 , 1)) = 0.005 [Toggle(_ENABLETEXTURELAYER2_ON)] _EnableTextureLayer2("Enable Texture Layer 2", Float) = 0 _TextureLayer2Fade("Texture Layer 2: Fade", Range( 0 , 1)) = 1 _TextureLayer2Texture("Texture Layer 2: Texture", 2D) = "white" {} [HDR]_TextureLayer2Color("Texture Layer 2: Color", Color) = (0.4494117,1.298301,2.996079,1) _TextureLayer2Scale("Texture Layer 2: Scale", Vector) = (1,1,0,0) _TextureLayer2Offset("Texture Layer 2: Offset", Vector) = (0,0,0,0) [Toggle(_TEXTURELAYER2CONTRASTTOGGLE_ON)] _TextureLayer2ContrastToggle("Texture Layer 2: Contrast Toggle", Float) = 0 _TextureLayer2Contrast("Texture Layer 2: Contrast", Float) = 1 [Toggle(_TEXTURELAYER2SCROLLTOGGLE_ON)] _TextureLayer2ScrollToggle("Texture Layer 2: Scroll Toggle", Float) = 0 _TextureLayer2ScrollSpeed("Texture Layer 2: Scroll Speed", Vector) = (0,1,0,0) [Toggle(_TEXTURELAYER2SHEETTOGGLE_ON)] _TextureLayer2SheetToggle("Texture Layer 2: Sheet Toggle", Float) = 1 _TextureLayer2Columns("Texture Layer 2: Columns", Int) = 3 _TextureLayer2Rows("Texture Layer 2: Rows", Int) = 3 _TextureLayer2Speed("Texture Layer 2: Speed", Float) = 20 _TextureLayer2StartFrame("Texture Layer 2: Start Frame", Int) = 0 _TextureLayer2EdgeClip("Texture Layer 2: Edge Clip", Range( 0 , 1)) = 0.005 [Toggle(_ENABLEFULLALPHADISSOLVE_ON)] _EnableFullAlphaDissolve("Enable Full Alpha Dissolve", Float) = 0 _FullAlphaDissolveFade("Full Alpha Dissolve: Fade", Range( 0 , 1)) = 0.5 _FullAlphaDissolveWidth("Full Alpha Dissolve: Width", Float) = 0.5 _FullAlphaDissolveNoiseScale("Full Alpha Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLEFULLGLOWDISSOLVE_ON)] _EnableFullGlowDissolve("Enable Full Glow Dissolve", Float) = 0 _FullGlowDissolveFade("Full Glow Dissolve: Fade", Range( 0 , 1)) = 0.5 _FullGlowDissolveWidth("Full Glow Dissolve: Width", Float) = 0.5 [HDR]_FullGlowDissolveEdgeColor("Full Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) _FullGlowDissolveNoiseScale("Full Glow Dissolve: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_ENABLESOURCEALPHADISSOLVE_ON)] _EnableSourceAlphaDissolve("Enable Source Alpha Dissolve", Float) = 0 _SourceAlphaDissolveFade("Source Alpha Dissolve: Fade", Float) = 1 _SourceAlphaDissolvePosition("Source Alpha Dissolve: Position", Vector) = (0,0,0,0) _SourceAlphaDissolveWidth("Source Alpha Dissolve: Width", Float) = 0.2 _SourceAlphaDissolveNoiseScale("Source Alpha Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) _SourceAlphaDissolveNoiseFactor("Source Alpha Dissolve: Noise Factor", Float) = 0.2 [Toggle]_SourceAlphaDissolveInvert("Source Alpha Dissolve: Invert", Float) = 0 [Toggle(_ENABLESOURCEGLOWDISSOLVE_ON)] _EnableSourceGlowDissolve("Enable Source Glow Dissolve", Float) = 0 _SourceGlowDissolveFade("Source Glow Dissolve: Fade", Float) = 1 _SourceGlowDissolvePosition("Source Glow Dissolve: Position", Vector) = (0,0,0,0) _SourceGlowDissolveWidth("Source Glow Dissolve: Width", Float) = 0.1 [HDR]_SourceGlowDissolveEdgeColor("Source Glow Dissolve: Edge Color", Color) = (11.98431,0.627451,0.627451,0) _SourceGlowDissolveNoiseScale("Source Glow Dissolve: Noise Scale", Vector) = (0.3,0.3,0,0) _SourceGlowDissolveNoiseFactor("Source Glow Dissolve: Noise Factor", Float) = 0.2 [Toggle]_SourceGlowDissolveInvert("Source Glow Dissolve: Invert", Float) = 0 [Toggle(_ENABLEHALFTONE_ON)] _EnableHalftone("Enable Halftone", Float) = 0 _HalftoneFade("Halftone: Fade", Float) = 1 _HalftonePosition("Halftone: Position", Vector) = (0,0,0,0) _HalftoneTiling("Halftone: Tiling", Float) = 4 _HalftoneFadeWidth("Halftone: Width", Float) = 1.5 [Toggle]_HalftoneInvert("Halftone: Invert", Float) = 0 [Toggle(_ENABLEDIRECTIONALALPHAFADE_ON)] _EnableDirectionalAlphaFade("Enable Directional Alpha Fade", Float) = 0 _DirectionalAlphaFadeFade("Directional Alpha Fade: Fade", Float) = 0 _DirectionalAlphaFadeRotation("Directional Alpha Fade: Rotation", Range( 0 , 360)) = 0 _DirectionalAlphaFadeWidth("Directional Alpha Fade: Width", Float) = 0.2 _DirectionalAlphaFadeNoiseScale("Directional Alpha Fade: Noise Scale", Vector) = (0.3,0.3,0,0) _DirectionalAlphaFadeNoiseFactor("Directional Alpha Fade: Noise Factor", Float) = 0.2 [Toggle]_DirectionalAlphaFadeInvert("Directional Alpha Fade: Invert", Float) = 0 [Toggle(_ENABLEDIRECTIONALGLOWFADE_ON)] _EnableDirectionalGlowFade("Enable Directional Glow Fade", Float) = 0 _DirectionalGlowFadeFade("Directional Glow Fade: Fade", Float) = 0 _DirectionalGlowFadeRotation("Directional Glow Fade: Rotation", Range( 0 , 360)) = 0 [HDR]_DirectionalGlowFadeEdgeColor("Directional Glow Fade: Edge Color", Color) = (11.98431,0.6901961,0.6901961,0) _DirectionalGlowFadeWidth("Directional Glow Fade: Width", Float) = 0.1 _DirectionalGlowFadeNoiseScale("Directional Glow Fade: Noise Scale", Vector) = (0.4,0.4,0,0) _DirectionalGlowFadeNoiseFactor("Directional Glow Fade: Noise Factor", Float) = 0.2 [Toggle]_DirectionalGlowFadeInvert("Directional Glow Fade: Invert", Float) = 0 [Toggle(_ENABLEDIRECTIONALDISTORTION_ON)] _EnableDirectionalDistortion("Enable Directional Distortion", Float) = 0 _DirectionalDistortionFade("Directional Distortion: Fade", Float) = 0 _DirectionalDistortionRotation("Directional Distortion: Rotation", Range( 0 , 360)) = 0 _DirectionalDistortionWidth("Directional Distortion: Width", Float) = 0.5 _DirectionalDistortionNoiseScale("Directional Distortion: Noise Scale", Vector) = (0.4,0.4,0,0) _DirectionalDistortionNoiseFactor("Directional Distortion: Noise Factor", Float) = 0.2 _DirectionalDistortionDistortion("Directional Distortion: Distortion", Vector) = (0,0.1,0,0) _DirectionalDistortionRandomDirection("Directional Distortion: Random Direction", Range( 0 , 1)) = 0.1 _DirectionalDistortionDistortionScale("Directional Distortion: Distortion Scale", Vector) = (1,1,0,0) [Toggle]_DirectionalDistortionInvert("Directional Distortion: Invert", Float) = 0 [Toggle(_ENABLEFULLDISTORTION_ON)] _EnableFullDistortion("Enable Full Distortion", Float) = 0 _FullDistortionFade("Full Distortion: Fade", Range( 0 , 1)) = 1 _FullDistortionDistortion("Full Distortion: Distortion", Vector) = (0.2,0.2,0,0) _FullDistortionNoiseScale("Full Distortion: Noise Scale", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEPIXELATE_ON)] _EnablePixelate("Enable Pixelate", Float) = 0 _PixelateFade("Pixelate: Fade", Range( 0 , 1)) = 1 _PixelatePixelsPerUnit("Pixelate: Pixels Per Unit", Float) = 100 _PixelatePixelDensity("Pixelate: Pixel Density", Float) = 16 [Toggle(_ENABLESQUEEZE_ON)] _EnableSqueeze("Enable Squeeze", Float) = 0 _SqueezeFade("Squeeze: Fade", Range( 0 , 1)) = 1 _SqueezeScale("Squeeze: Scale", Vector) = (2,0,0,0) _SqueezePower("Squeeze: Power", Float) = 1 _SqueezeCenter("Squeeze: Center", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEUVDISTORT_ON)] _EnableUVDistort("Enable UV Distort", Float) = 0 _UVDistortFade("UV Distort: Fade", Range( 0 , 1)) = 1 _UVDistortFrom("UV Distort: From", Vector) = (-0.02,-0.02,0,0) _UVDistortTo("UV Distort: To", Vector) = (0.02,0.02,0,0) _UVDistortSpeed("UV Distort: Speed", Vector) = (2,2,0,0) _UVDistortNoiseScale("UV Distort: Noise Scale", Vector) = (0.1,0.1,0,0) [Toggle(_UVDISTORTMASKTOGGLE_ON)] _UVDistortMaskToggle("UV Distort: Mask Toggle", Float) = 0 [NoScaleOffset]_UVDistortMask("UV Distort: Mask", 2D) = "white" {} [Toggle(_ENABLEUVSCROLL_ON)] _EnableUVScroll("Enable UV Scroll", Float) = 0 _UVScrollSpeed("UV Scroll: Speed", Vector) = (0.2,0,0,0) [Toggle(_ENABLEUVROTATE_ON)] _EnableUVRotate("Enable UV Rotate", Float) = 0 _UVRotateSpeed("UV Rotate: Speed", Float) = 1 _UVRotatePivot("UV Rotate: Pivot", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLESINEROTATE_ON)] _EnableSineRotate("Enable Sine Rotate", Float) = 0 _SineRotateFade("Sine Rotate: Fade", Range( 0 , 1)) = 1 _SineRotateAngle("Sine Rotate: Angle", Float) = 15 _SineRotateFrequency("Sine Rotate: Frequency", Float) = 1 _SineRotatePivot("Sine Rotate: Pivot", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLEWIGGLE_ON)] _EnableWiggle("Enable Wiggle", Float) = 0 _WiggleFade("Wiggle: Fade", Range( 0 , 1)) = 1 _WiggleSpeed("Wiggle: Speed", Float) = 2 _WiggleFrequency("Wiggle: Frequency", Float) = 2 _WiggleOffset("Wiggle: Offset", Float) = 0.02 [Toggle(_WIGGLEFIXEDGROUNDTOGGLE_ON)] _WiggleFixedGroundToggle("Wiggle: Fixed Ground Toggle", Float) = 0 [Toggle(_ENABLEUVSCALE_ON)] _EnableUVScale("Enable UV Scale", Float) = 0 _UVScaleScale("UV Scale: Scale", Vector) = (1,1,0,0) _UVScalePivot("UV Scale: Pivot", Vector) = (0.5,0.5,0,0) [Toggle(_ENABLESINEMOVE_ON)] _EnableSineMove("Enable Sine Move", Float) = 0 _SineMoveFade("Sine Move: Fade", Range( 0 , 1)) = 1 _SineMoveOffset("Sine Move: Offset", Vector) = (0,0.5,0,0) _SineMoveFrequency("Sine Move: Frequency", Vector) = (1,1,0,0) [Toggle(_ENABLESINESCALE_ON)] _EnableSineScale("Enable Sine Scale", Float) = 0 _SineScaleFrequency("Sine Scale: Frequency", Float) = 2 _SineScaleFactor("Sine Scale: Factor", Vector) = (0.2,0.2,0,0) [Toggle(_ENABLEVIBRATE_ON)] _EnableVibrate("Enable Vibrate", Float) = 0 _VibrateFade("Vibrate: Fade", Range( 0 , 1)) = 1 _VibrateOffset("Vibrate: Offset", Float) = 0.04 _VibrateFrequency("Vibrate: Frequency", Float) = 100 _VibrateRotation("Vibrate: Rotation", Float) = 4 [Toggle(_ENABLEWIND_ON)] _EnableWind("Enable Wind", Float) = 0 _WindRotation("Wind: Rotation", Float) = 0 _WindMaxRotation("Wind: Max Rotation", Float) = 2 _WindRotationWindFactor("Wind: Rotation Wind Factor", Float) = 1 _WindSquishFactor("Wind: Squish Factor", Float) = 0.3 _WindSquishWindFactor("Wind: Squish Wind Factor", Range( 0 , 1)) = 0 [Toggle(_WINDLOCALWIND_ON)] _WindLocalWind("Wind: Local Wind", Float) = 0 _WindNoiseScale("Wind: Noise Scale", Float) = 0.1 _WindNoiseSpeed("Wind: Noise Speed", Float) = 1 _WindMinIntensity("Wind: Min Intensity", Float) = -0.4 _WindMaxIntensity("Wind: Max Intensity", Float) = 0.4 [Toggle(_WINDHIGHQUALITYNOISE_ON)] _WindHighQualityNoise("Wind: High Quality Noise", Float) = 0 [Toggle(_WINDISPARALLAX_ON)] _WindIsParallax("Wind: Is Parallax", Float) = 0 _WindXPosition("Wind: X Position", Float) = 0 _WindFlip("Wind: Flip", Float) = 0 [Toggle(_ENABLESQUISH_ON)] _EnableSquish("Enable Squish", Float) = 0 _SquishFade("Squish: Fade", Range( 0 , 1)) = 1 _SquishStretch("Squish: Stretch", Float) = 0.1 _SquishSquish("Squish: Squish", Float) = 0.1 _SquishFlip("Squish: Flip", Range( -1 , 0)) = 0 [Toggle(_ENABLECHECKERBOARD_ON)] _EnableCheckerboard("Enable Checkerboard", Float) = 0 _CheckerboardDarken("Checkerboard: Darken", Range( 0 , 1)) = 0.5 _CheckerboardTiling("Checkerboard: Tiling", Float) = 1 [Toggle(_ENABLEFLAME_ON)] _EnableFlame("Enable Flame", Float) = 0 _FlameBrightness("Flame: Brightness", Float) = 10 _FlameSmooth("Flame: Smooth", Float) = 2 _FlameRadius("Flame: Radius", Float) = 0.2 _FlameSpeed("Flame: Speed", Vector) = (0,-0.5,0,0) _FlameNoiseFactor("Flame: Noise Factor", Float) = 2.5 _FlameNoiseHeightFactor("Flame: Noise Height Factor", Float) = 1.5 _FlameNoiseScale("Flame: Noise Scale", Vector) = (1.2,0.8,0,0) [Toggle(_ENABLEGAUSSIANBLUR_ON)] _EnableGaussianBlur("Enable Gaussian Blur", Float) = 0 _GaussianBlurFade("Gaussian Blur: Fade", Range( 0 , 1)) = 1 _GaussianBlurOffset("Gaussian Blur: Offset", Float) = 0.5 [Toggle(_ENABLESHARPEN_ON)] _EnableSharpen("Enable Sharpen", Float) = 0 _SharpenFade("Sharpen: Fade", Range( 0 , 1)) = 1 _SharpenFactor("Sharpen: Factor", Float) = 4 _SharpenOffset("Sharpen: Offset", Float) = 2 [Toggle(_ENABLESMOOTHPIXELART_ON)] _EnableSmoothPixelArt("Enable Smooth Pixel Art", Float) = 0 [Toggle(_ENABLESMOKE_ON)] _EnableSmoke("Enable Smoke", Float) = 0 _SmokeAlpha("Smoke: Alpha", Range( 0 , 1)) = 1 _SmokeSmoothness("Smoke: Smoothness", Float) = 1 _SmokeNoiseScale("Smoke: Noise Scale", Float) = 0.5 _SmokeNoiseFactor("Smoke: Noise Factor", Range( 0 , 1)) = 0.4 _SmokeDarkEdge("Smoke: Dark Edge", Range( 0 , 1.5)) = 1 [Toggle]_SmokeVertexSeed("Smoke: Vertex Seed", Float) = 0 [Toggle(_ENABLECUSTOMFADE_ON)] _EnableCustomFade("Enable Custom Fade", Float) = 0 _CustomFadeFadeMask("Custom Fade: Fade Mask", 2D) = "white" {} _CustomFadeSmoothness("Custom Fade: Smoothness", Float) = 2 _CustomFadeNoiseScale("Custom Fade: Noise Scale", Vector) = (1,1,0,0) _CustomFadeNoiseFactor("Custom Fade: Noise Factor", Range( 0 , 0.5)) = 0 _CustomFadeAlpha("Custom Fade: Alpha", Range( 0 , 1)) = 1 [Toggle(_ENABLEWORLDTILING_ON)] _EnableWorldTiling("Enable World Tiling", Float) = 0 _WorldTilingScale("World Tiling: Scale", Vector) = (1,1,0,0) _WorldTilingOffset("World Tiling: Offset", Vector) = (0,0,0,0) _WorldTilingPixelsPerUnit("World Tiling: Pixels Per Unit", Float) = 100 [Toggle(_ENABLESCREENTILING_ON)] _EnableScreenTiling("Enable Screen Tiling", Float) = 0 _ScreenTilingScale("Screen Tiling: Scale", Vector) = (1,1,0,0) _ScreenTilingOffset("Screen Tiling: Offset", Vector) = (0,0,0,0) [ASEEnd]_ScreenTilingPixelsPerUnit("Screen Tiling: Pixels Per Unit", Float) = 100 [HideInInspector] _texcoord( "", 2D ) = "white" {} [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" "ShaderGraphShader"="true" } Cull Off HLSLINCLUDE #pragma target 2.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" ENDHLSL Pass { Name "Sprite Lit" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_SRP_VERSION 140007 #pragma vertex vert #pragma fragment frag #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2 #pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3 #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS SHADERPASS_SPRITELIT #define SHADERPASS_SPRITELIT #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl" #if USE_SHAPE_LIGHT_TYPE_0 SHAPE_LIGHT(0) #endif #if USE_SHAPE_LIGHT_TYPE_1 SHAPE_LIGHT(1) #endif #if USE_SHAPE_LIGHT_TYPE_2 SHAPE_LIGHT(2) #endif #if USE_SHAPE_LIGHT_TYPE_3 SHAPE_LIGHT(3) #endif #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif sampler2D _MaskMap; sampler2D _NormalMap; CBUFFER_START( UnityPerMaterial ) #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; float4 _AddColorColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif float4 _MainTex_TexelSize; float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortTo; float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortSpeed; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; float2 _MetalNoiseDistortion; float2 _MetalNoiseSpeed; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowContrast; float _RainbowBrightness; float _RainbowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonRecolorFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif int _TextureLayer2Rows; int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Contrast; float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveFade; float _FullAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; float _DirectionalAlphaFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif #ifdef _SHADERSPACE_SCREEN float _ScreenWidthUnits; #endif #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; float _PingPongGlowFade; float _PingPongGlowFrequency; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineSpeed; float _HologramLineGap; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineFrequency; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageContrast; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageSmoothnessB; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueBrightness; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; #endif float _NormalIntensity; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float4 screenPosition : TEXCOORD2; float3 positionWS : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); float _EnableAlphaTexture; #endif float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11716( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11665( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11667( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11668( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11670( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11789( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11899 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; float temp_output_8_0_g11899 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11899 = ( ( sin( ( temp_output_8_0_g11899 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11899 ); #else float2 staticSwitch4_g11899 = temp_output_2_0_g11899; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11900 = temp_output_8_0_g11899; float3 rotatedValue21_g11900 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11900 * _VibrateRotation ) ); float2 staticSwitch6_g11899 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11900 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11900).xy ) + staticSwitch4_g11899 ); #else float2 staticSwitch6_g11899 = staticSwitch4_g11899; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11899 = ( staticSwitch6_g11899 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11899 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11899 = staticSwitch6_g11899; #endif float2 temp_output_424_0 = staticSwitch10_g11899; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (v.vertex.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch142 = temp_output_424_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_MASK) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord4 = screenPos; o.ase_texcoord5 = v.vertex; o.ase_color = v.color; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; o.screenPosition = vertexInput.positionNDC; o.positionWS = vertexInput.positionWS; return o; } half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float3 positionWS = IN.positionWS.xyz; float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11664 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11665 = _WindMinIntensity; #else float staticSwitch117_g11665 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11665 = _WindMaxIntensity; #else float staticSwitch118_g11665 = WindMaxIntensity; #endif #endif float4 transform62_g11665 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11665 = _WindXPosition; #else float staticSwitch111_g11665 = transform62_g11665.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11665 = _WindNoiseScale; #else float staticSwitch113_g11665 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11665 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11665 = WindTime; #endif float temp_output_50_0_g11665 = ( ( staticSwitch111_g11665 * staticSwitch113_g11665 ) + staticSwitch125_g11665 ); float x101_g11665 = temp_output_50_0_g11665; float localFastNoise101_g11665 = FastNoise101_g11665( x101_g11665 ); float2 temp_cast_0 = (temp_output_50_0_g11665).xx; float simplePerlin2D121_g11665 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11665 = simplePerlin2D121_g11665*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11665 = simplePerlin2D121_g11665; #else float staticSwitch123_g11665 = ( localFastNoise101_g11665 + 0.5 ); #endif float lerpResult86_g11665 = lerp( staticSwitch117_g11665 , staticSwitch118_g11665 , staticSwitch123_g11665); float clampResult29_g11665 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11665 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11665 = temp_output_3_0_g11664; float temp_output_39_0_g11665 = ( temp_output_1_0_g11665.y + _WindFlip ); float3 appendResult43_g11665 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11665 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11665 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11665 ))); float3 rotatedValue19_g11665 = RotateAroundAxis( appendResult43_g11665, float3( ( appendResult27_g11665 + temp_output_1_0_g11665 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11665 * temp_output_39_0_g11665 ) ); float2 staticSwitch4_g11664 = (rotatedValue19_g11665).xy; #else float2 staticSwitch4_g11664 = temp_output_3_0_g11664; #endif float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (IN.ase_texcoord5.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (IN.ase_texcoord5.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (positionWS).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11666 = shaderPosition235; float linValue16_g11667 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11666 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float linValue16_g11668 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11666 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); float2 appendResult189_g11666 = (float2(( localMyCustomExpression16_g11667 - 0.5 ) , ( localMyCustomExpression16_g11668 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11664 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11666 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11664; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11669 = shaderPosition235; float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); float3 rotatedValue168_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11671 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); float3 rotatedValue136_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11669 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11669 = rotatedValue136_g11669; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float clampResult154_g11669 = clamp( ( ( break130_g11669.x + break130_g11669.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11670 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11669).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_8_0_g11674 = ( ( ( shaderTime237 * _HologramDistortionSpeed ) + positionWS.y ) / unity_OrthoParams.y ); float2 temp_cast_4 = (temp_output_8_0_g11674).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult75_g11674 = clamp( localMyCustomExpression16_g11676 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11674).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float2 appendResult2_g11675 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11674 = (float2(( ( ( clampResult75_g11674 * ( localMyCustomExpression16_g11677 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11675 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11674 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11672 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11672; float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); float linValue16_g11673 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11672 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float glitchFade152 = ( max( localMyCustomExpression16_g11673 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch145 = temp_output_484_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_MASK) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2( 0,0 ); float2 break10_g11731 = float2( 1,1 ); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2((break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (break10_g11731.x - break11_g11731.x)) , (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); float clampResult37_g11756 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(positionWS.x , positionWS.y)); float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11792 = 0; if( temp_output_43_0_g11792 >= 0.8333333 ) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if( temp_output_43_0_g11792 <= 0.6666667 ) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if( temp_output_43_0_g11792 <= 0.3333333 ) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if( temp_output_43_0_g11792 <= 0.1666667 ) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if( temp_output_43_0_g11792 >= 0.5 ) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = ( pow( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , max( _ColorReplaceContrast , 0.001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max( _Contrast , 0.001 )).xxx; float4 appendResult4_g11802 = (float4(pow( (temp_output_1_0_g11802).rgb , temp_cast_30 ) , temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( temp_output_3_0_g11796 , max( _SplitToningContrast , 0.001 ) ) ) , _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , max( _InkSpreadContrast , 0.001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , max( _AddHueContrast , 0.001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , max( _SineGlowContrast , 0.001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11771 = float2( 0,0 ); #endif float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11799 = float2( 0,0 ); #endif float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( _PixelOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , _PixelOutlineFade); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , max( _PingPongGlowContrast , 0.001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , max( _HologramContrast , 0.001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * _HologramLineSpeed ) + positionWS.y ) / unity_OrthoParams.y ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , max( _CamouflageContrast , 0.001 ) ) ) , _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( temp_output_5_0_g11834 , max( _MetalHighlightContrast , 0.001 ) ) ) + ( pow( temp_output_5_0_g11834 , max( _MetalContrast , 0.001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( temp_output_7_0_g11826 , max( _FrozenContrast , 0.001 ) ) * (_FrozenTint).rgb ) + ( pow( temp_output_7_0_g11826 , max( _FrozenSnowContrast , 0.001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( temp_output_7_0_g11826 , max( _FrozenHighlightContrast , 0.001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , max( _BurnInsideContrast , 0.001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.001 )).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( lerpResult92_g11812 , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11847 = (float4(( ( max( pow( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , max( _PoisonDensity , 0.001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , max( _EnchantedContrast , 0.001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); #endif float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( temp_output_4_0_g11856 , max( _ShiftingContrast , 0.001 ) ) ) , _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11864 = float2( 0,1 ); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = ( pow( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , max( _TextureLayer1Contrast , 0.001 ) ) * temp_output_16_0_g11863 ); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11860 = float2( 0,1 ); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = ( pow( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , max( _TextureLayer2Contrast , 0.001 ) ) * temp_output_16_0_g11859 ); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )); float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , max( _AddColorContrast , 0.001 ) ) ); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = ( pow( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , max( _StrongTintContrast , 0.001 ) ) * staticSwitch21_g11889 ); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11896 = temp_output_344_0; float4 appendResult8_g11896 = (float4(( (temp_output_1_0_g11896).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11896.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11896; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined(_SHADERFADING_NONE) float4 staticSwitch143 = staticSwitch342; #elif defined(_SHADERFADING_FULL) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_MASK) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_DISSOLVE) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_SPREAD) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11903 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11903 = (float4(( (temp_output_7_0_g11903).rgb / max( temp_output_7_0_g11903.a , 1E-05 ) ) , temp_output_7_0_g11903.a)); float4 staticSwitch6_g11903 = appendResult2_g11903; #else float4 staticSwitch6_g11903 = temp_output_7_0_g11903; #endif float2 temp_output_8_0_g11904 = finalUV146; float3 unpack14_g11904 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11904 ), _NormalIntensity ); unpack14_g11904.z = lerp( 1, unpack14_g11904.z, saturate(_NormalIntensity) ); float4 Color = staticSwitch6_g11903; float4 Mask = tex2D( _MaskMap, temp_output_8_0_g11904 ); float3 Normal = unpack14_g11904; #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy); Color.a = lerp ( Color.a, alpha.r, _EnableAlphaTexture); #endif Color *= IN.color; SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData); InputData2D inputData; InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData); SETUP_DEBUG_DATA_2D(inputData, positionWS); return CombinedShapeLightShared(surfaceData, inputData); } ENDHLSL } Pass { Name "Sprite Normal" Tags { "LightMode"="NormalsRendering" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_SRP_VERSION 140007 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS SHADERPASS_SPRITENORMAL #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif sampler2D _NormalMap; CBUFFER_START( UnityPerMaterial ) #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; float4 _AddColorColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif float4 _MainTex_TexelSize; float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortTo; float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortSpeed; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; float2 _MetalNoiseDistortion; float2 _MetalNoiseSpeed; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowContrast; float _RainbowBrightness; float _RainbowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonRecolorFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif int _TextureLayer2Rows; int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Contrast; float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveFade; float _FullAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; float _DirectionalAlphaFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif #ifdef _SHADERSPACE_SCREEN float _ScreenWidthUnits; #endif #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; float _PingPongGlowFade; float _PingPongGlowFrequency; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineSpeed; float _HologramLineGap; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineFrequency; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageContrast; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageSmoothnessB; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueBrightness; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; #endif float _NormalIntensity; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 tangentWS : TEXCOORD3; float3 bitangentWS : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11716( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11665( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11667( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11668( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11670( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11789( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert ( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11899 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; float temp_output_8_0_g11899 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11899 = ( ( sin( ( temp_output_8_0_g11899 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11899 ); #else float2 staticSwitch4_g11899 = temp_output_2_0_g11899; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11900 = temp_output_8_0_g11899; float3 rotatedValue21_g11900 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11900 * _VibrateRotation ) ); float2 staticSwitch6_g11899 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11900 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11900).xy ) + staticSwitch4_g11899 ); #else float2 staticSwitch6_g11899 = staticSwitch4_g11899; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11899 = ( staticSwitch6_g11899 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11899 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11899 = staticSwitch6_g11899; #endif float2 temp_output_424_0 = staticSwitch10_g11899; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (v.vertex.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch142 = temp_output_424_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_MASK) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord5 = screenPos; o.ase_texcoord6.xyz = ase_worldPos; o.ase_texcoord7 = v.vertex; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; float3 normalWS = TransformObjectToWorldNormal( v.normal ); o.normalWS = -GetViewForwardDir(); float4 tangentWS = float4( TransformObjectToWorldDir( v.tangent.xyz ), v.tangent.w ); o.tangentWS = normalize( tangentWS ); half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); o.bitangentWS = crossSign * cross( normalWS, tangentWS.xyz ) * tangentWS.w; return o; } half4 frag ( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord5; float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = IN.ase_texcoord6.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11664 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11665 = _WindMinIntensity; #else float staticSwitch117_g11665 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11665 = _WindMaxIntensity; #else float staticSwitch118_g11665 = WindMaxIntensity; #endif #endif float4 transform62_g11665 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11665 = _WindXPosition; #else float staticSwitch111_g11665 = transform62_g11665.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11665 = _WindNoiseScale; #else float staticSwitch113_g11665 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11665 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11665 = WindTime; #endif float temp_output_50_0_g11665 = ( ( staticSwitch111_g11665 * staticSwitch113_g11665 ) + staticSwitch125_g11665 ); float x101_g11665 = temp_output_50_0_g11665; float localFastNoise101_g11665 = FastNoise101_g11665( x101_g11665 ); float2 temp_cast_0 = (temp_output_50_0_g11665).xx; float simplePerlin2D121_g11665 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11665 = simplePerlin2D121_g11665*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11665 = simplePerlin2D121_g11665; #else float staticSwitch123_g11665 = ( localFastNoise101_g11665 + 0.5 ); #endif float lerpResult86_g11665 = lerp( staticSwitch117_g11665 , staticSwitch118_g11665 , staticSwitch123_g11665); float clampResult29_g11665 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11665 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11665 = temp_output_3_0_g11664; float temp_output_39_0_g11665 = ( temp_output_1_0_g11665.y + _WindFlip ); float3 appendResult43_g11665 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11665 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11665 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11665 ))); float3 rotatedValue19_g11665 = RotateAroundAxis( appendResult43_g11665, float3( ( appendResult27_g11665 + temp_output_1_0_g11665 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11665 * temp_output_39_0_g11665 ) ); float2 staticSwitch4_g11664 = (rotatedValue19_g11665).xy; #else float2 staticSwitch4_g11664 = temp_output_3_0_g11664; #endif float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (IN.ase_texcoord7.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (IN.ase_texcoord7.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11666 = shaderPosition235; float linValue16_g11667 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11666 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float linValue16_g11668 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11666 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); float2 appendResult189_g11666 = (float2(( localMyCustomExpression16_g11667 - 0.5 ) , ( localMyCustomExpression16_g11668 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11664 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11666 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11664; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11669 = shaderPosition235; float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); float3 rotatedValue168_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11671 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); float3 rotatedValue136_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11669 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11669 = rotatedValue136_g11669; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float clampResult154_g11669 = clamp( ( ( break130_g11669.x + break130_g11669.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11670 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11669).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_8_0_g11674 = ( ( ( shaderTime237 * _HologramDistortionSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ); float2 temp_cast_4 = (temp_output_8_0_g11674).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult75_g11674 = clamp( localMyCustomExpression16_g11676 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11674).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float2 appendResult2_g11675 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11674 = (float2(( ( ( clampResult75_g11674 * ( localMyCustomExpression16_g11677 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11675 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11674 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11672 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11672; float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); float linValue16_g11673 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11672 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float glitchFade152 = ( max( localMyCustomExpression16_g11673 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch145 = temp_output_484_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_MASK) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2( 0,0 ); float2 break10_g11731 = float2( 1,1 ); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2((break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (break10_g11731.x - break11_g11731.x)) , (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); float clampResult37_g11756 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(ase_worldPos.x , ase_worldPos.y)); float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11792 = 0; if( temp_output_43_0_g11792 >= 0.8333333 ) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if( temp_output_43_0_g11792 <= 0.6666667 ) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if( temp_output_43_0_g11792 <= 0.3333333 ) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if( temp_output_43_0_g11792 <= 0.1666667 ) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if( temp_output_43_0_g11792 >= 0.5 ) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = ( pow( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , max( _ColorReplaceContrast , 0.001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max( _Contrast , 0.001 )).xxx; float4 appendResult4_g11802 = (float4(pow( (temp_output_1_0_g11802).rgb , temp_cast_30 ) , temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( temp_output_3_0_g11796 , max( _SplitToningContrast , 0.001 ) ) ) , _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , max( _InkSpreadContrast , 0.001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , max( _AddHueContrast , 0.001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , max( _SineGlowContrast , 0.001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11771 = float2( 0,0 ); #endif float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11799 = float2( 0,0 ); #endif float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( _PixelOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , _PixelOutlineFade); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , max( _PingPongGlowContrast , 0.001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , max( _HologramContrast , 0.001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * _HologramLineSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , max( _CamouflageContrast , 0.001 ) ) ) , _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( temp_output_5_0_g11834 , max( _MetalHighlightContrast , 0.001 ) ) ) + ( pow( temp_output_5_0_g11834 , max( _MetalContrast , 0.001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( temp_output_7_0_g11826 , max( _FrozenContrast , 0.001 ) ) * (_FrozenTint).rgb ) + ( pow( temp_output_7_0_g11826 , max( _FrozenSnowContrast , 0.001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( temp_output_7_0_g11826 , max( _FrozenHighlightContrast , 0.001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , max( _BurnInsideContrast , 0.001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.001 )).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( lerpResult92_g11812 , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11847 = (float4(( ( max( pow( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , max( _PoisonDensity , 0.001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , max( _EnchantedContrast , 0.001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); #endif float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( temp_output_4_0_g11856 , max( _ShiftingContrast , 0.001 ) ) ) , _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11864 = float2( 0,1 ); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = ( pow( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , max( _TextureLayer1Contrast , 0.001 ) ) * temp_output_16_0_g11863 ); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11860 = float2( 0,1 ); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = ( pow( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , max( _TextureLayer2Contrast , 0.001 ) ) * temp_output_16_0_g11859 ); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )); float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , max( _AddColorContrast , 0.001 ) ) ); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = ( pow( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , max( _StrongTintContrast , 0.001 ) ) * staticSwitch21_g11889 ); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11896 = temp_output_344_0; float4 appendResult8_g11896 = (float4(( (temp_output_1_0_g11896).rgb * (IN.color).rgb ) , temp_output_1_0_g11896.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11896; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); #if defined(_SHADERFADING_NONE) float4 staticSwitch143 = staticSwitch342; #elif defined(_SHADERFADING_FULL) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_MASK) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_DISSOLVE) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_SPREAD) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11903 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11903 = (float4(( (temp_output_7_0_g11903).rgb / max( temp_output_7_0_g11903.a , 1E-05 ) ) , temp_output_7_0_g11903.a)); float4 staticSwitch6_g11903 = appendResult2_g11903; #else float4 staticSwitch6_g11903 = temp_output_7_0_g11903; #endif float2 temp_output_8_0_g11904 = finalUV146; float3 unpack14_g11904 = UnpackNormalScale( tex2D( _NormalMap, temp_output_8_0_g11904 ), _NormalIntensity ); unpack14_g11904.z = lerp( 1, unpack14_g11904.z, saturate(_NormalIntensity) ); float4 Color = staticSwitch6_g11903; float3 Normal = unpack14_g11904; Color *= IN.color; return NormalsRenderingShared( Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS); } ENDHLSL } Pass { Name "Sprite Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZTest LEqual ZWrite Off Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define ASE_SRP_VERSION 140007 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define SHADERPASS SHADERPASS_SPRITEFORWARD #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif CBUFFER_START( UnityPerMaterial ) #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; float4 _AddColorColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif float4 _MainTex_TexelSize; float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortTo; float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortSpeed; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; float2 _MetalNoiseDistortion; float2 _MetalNoiseSpeed; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowContrast; float _RainbowBrightness; float _RainbowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonRecolorFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif int _TextureLayer2Rows; int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Contrast; float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveFade; float _FullAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; float _DirectionalAlphaFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif #ifdef _SHADERSPACE_SCREEN float _ScreenWidthUnits; #endif #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; float _PingPongGlowFade; float _PingPongGlowFrequency; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineSpeed; float _HologramLineGap; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineFrequency; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageContrast; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageSmoothnessB; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueBrightness; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; #endif float _NormalIntensity; CBUFFER_END struct VertexInput { float4 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 uv0 : TEXCOORD0; float4 color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 texCoord0 : TEXCOORD0; float4 color : TEXCOORD1; float3 positionWS : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; #if ETC1_EXTERNAL_ALPHA TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex ); float _EnableAlphaTexture; #endif float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11716( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11665( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11667( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11668( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11670( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11789( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert( VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID( v ); UNITY_TRANSFER_INSTANCE_ID( v, o ); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11899 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; float temp_output_8_0_g11899 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11899 = ( ( sin( ( temp_output_8_0_g11899 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11899 ); #else float2 staticSwitch4_g11899 = temp_output_2_0_g11899; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11900 = temp_output_8_0_g11899; float3 rotatedValue21_g11900 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11900 * _VibrateRotation ) ); float2 staticSwitch6_g11899 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11900 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11900).xy ) + staticSwitch4_g11899 ); #else float2 staticSwitch6_g11899 = staticSwitch4_g11899; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11899 = ( staticSwitch6_g11899 + ( (v.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11899 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11899 = staticSwitch6_g11899; #endif float2 temp_output_424_0 = staticSwitch10_g11899; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.uv0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = v.uv0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (v.vertex.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (v.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch142 = temp_output_424_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_MASK) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord3 = screenPos; o.ase_texcoord4 = v.vertex; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3( 0, 0, 0 ); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif v.normal = v.normal; v.tangent.xyz = v.tangent.xyz; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.vertex.xyz ); o.texCoord0 = v.uv0; o.color = v.color; o.clipPos = vertexInput.positionCS; o.positionWS = vertexInput.positionWS; return o; } half4 frag( VertexOutput IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float3 positionWS = IN.positionWS.xyz; float2 texCoord363 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord3; float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (positionWS).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11664 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11665 = _WindMinIntensity; #else float staticSwitch117_g11665 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11665 = _WindMaxIntensity; #else float staticSwitch118_g11665 = WindMaxIntensity; #endif #endif float4 transform62_g11665 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11665 = _WindXPosition; #else float staticSwitch111_g11665 = transform62_g11665.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11665 = _WindNoiseScale; #else float staticSwitch113_g11665 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11665 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11665 = WindTime; #endif float temp_output_50_0_g11665 = ( ( staticSwitch111_g11665 * staticSwitch113_g11665 ) + staticSwitch125_g11665 ); float x101_g11665 = temp_output_50_0_g11665; float localFastNoise101_g11665 = FastNoise101_g11665( x101_g11665 ); float2 temp_cast_0 = (temp_output_50_0_g11665).xx; float simplePerlin2D121_g11665 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11665 = simplePerlin2D121_g11665*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11665 = simplePerlin2D121_g11665; #else float staticSwitch123_g11665 = ( localFastNoise101_g11665 + 0.5 ); #endif float lerpResult86_g11665 = lerp( staticSwitch117_g11665 , staticSwitch118_g11665 , staticSwitch123_g11665); float clampResult29_g11665 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11665 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11665 = temp_output_3_0_g11664; float temp_output_39_0_g11665 = ( temp_output_1_0_g11665.y + _WindFlip ); float3 appendResult43_g11665 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11665 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11665 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11665 ))); float3 rotatedValue19_g11665 = RotateAroundAxis( appendResult43_g11665, float3( ( appendResult27_g11665 + temp_output_1_0_g11665 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11665 * temp_output_39_0_g11665 ) ); float2 staticSwitch4_g11664 = (rotatedValue19_g11665).xy; #else float2 staticSwitch4_g11664 = temp_output_3_0_g11664; #endif float2 texCoord435 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (IN.ase_texcoord4.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (IN.ase_texcoord4.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (positionWS).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11666 = shaderPosition235; float linValue16_g11667 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11666 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float linValue16_g11668 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11666 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); float2 appendResult189_g11666 = (float2(( localMyCustomExpression16_g11667 - 0.5 ) , ( localMyCustomExpression16_g11668 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11664 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11666 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11664; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11669 = shaderPosition235; float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); float3 rotatedValue168_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11671 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); float3 rotatedValue136_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11669 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11669 = rotatedValue136_g11669; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float clampResult154_g11669 = clamp( ( ( break130_g11669.x + break130_g11669.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11670 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11669).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_8_0_g11674 = ( ( ( shaderTime237 * _HologramDistortionSpeed ) + positionWS.y ) / unity_OrthoParams.y ); float2 temp_cast_4 = (temp_output_8_0_g11674).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult75_g11674 = clamp( localMyCustomExpression16_g11676 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11674).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float2 appendResult2_g11675 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11674 = (float2(( ( ( clampResult75_g11674 * ( localMyCustomExpression16_g11677 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11675 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11674 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11672 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11672; float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); float linValue16_g11673 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11672 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float glitchFade152 = ( max( localMyCustomExpression16_g11673 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texCoord0.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.texCoord0.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texCoord0.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch145 = temp_output_484_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_MASK) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2( 0,0 ); float2 break10_g11731 = float2( 1,1 ); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2((break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (break10_g11731.x - break11_g11731.x)) , (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.color).rgb ) , temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); float clampResult37_g11756 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(positionWS.x , positionWS.y)); float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11792 = 0; if( temp_output_43_0_g11792 >= 0.8333333 ) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if( temp_output_43_0_g11792 <= 0.6666667 ) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if( temp_output_43_0_g11792 <= 0.3333333 ) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if( temp_output_43_0_g11792 <= 0.1666667 ) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if( temp_output_43_0_g11792 >= 0.5 ) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = ( pow( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , max( _ColorReplaceContrast , 0.001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max( _Contrast , 0.001 )).xxx; float4 appendResult4_g11802 = (float4(pow( (temp_output_1_0_g11802).rgb , temp_cast_30 ) , temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( temp_output_3_0_g11796 , max( _SplitToningContrast , 0.001 ) ) ) , _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , max( _InkSpreadContrast , 0.001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.texCoord0.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , max( _AddHueContrast , 0.001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texCoord0.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , max( _SineGlowContrast , 0.001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11771 = float2( 0,0 ); #endif float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11799 = float2( 0,0 ); #endif float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( _PixelOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , _PixelOutlineFade); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , max( _PingPongGlowContrast , 0.001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , max( _HologramContrast , 0.001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * _HologramLineSpeed ) + positionWS.y ) / unity_OrthoParams.y ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , max( _CamouflageContrast , 0.001 ) ) ) , _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); float2 uv_MetalMask = IN.texCoord0.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( temp_output_5_0_g11834 , max( _MetalHighlightContrast , 0.001 ) ) ) + ( pow( temp_output_5_0_g11834 , max( _MetalContrast , 0.001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( temp_output_7_0_g11826 , max( _FrozenContrast , 0.001 ) ) * (_FrozenTint).rgb ) + ( pow( temp_output_7_0_g11826 , max( _FrozenSnowContrast , 0.001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( temp_output_7_0_g11826 , max( _FrozenHighlightContrast , 0.001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , max( _BurnInsideContrast , 0.001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.001 )).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.texCoord0.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( lerpResult92_g11812 , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11847 = (float4(( ( max( pow( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , max( _PoisonDensity , 0.001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , max( _EnchantedContrast , 0.001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); #endif float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( temp_output_4_0_g11856 , max( _ShiftingContrast , 0.001 ) ) ) , _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11864 = float2( 0,1 ); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = ( pow( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , max( _TextureLayer1Contrast , 0.001 ) ) * temp_output_16_0_g11863 ); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11860 = float2( 0,1 ); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = ( pow( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , max( _TextureLayer2Contrast , 0.001 ) ) * temp_output_16_0_g11859 ); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )); float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texCoord0.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , max( _AddColorContrast , 0.001 ) ) ); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texCoord0.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = ( pow( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , max( _StrongTintContrast , 0.001 ) ) * staticSwitch21_g11889 ); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11896 = temp_output_344_0; float4 appendResult8_g11896 = (float4(( (temp_output_1_0_g11896).rgb * (IN.color).rgb ) , temp_output_1_0_g11896.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11896; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.color ) , staticSwitch342 , fullFade123); #if defined(_SHADERFADING_NONE) float4 staticSwitch143 = staticSwitch342; #elif defined(_SHADERFADING_FULL) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_MASK) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_DISSOLVE) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_SPREAD) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11903 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11903 = (float4(( (temp_output_7_0_g11903).rgb / max( temp_output_7_0_g11903.a , 1E-05 ) ) , temp_output_7_0_g11903.a)); float4 staticSwitch6_g11903 = appendResult2_g11903; #else float4 staticSwitch6_g11903 = temp_output_7_0_g11903; #endif float4 Color = staticSwitch6_g11903; #if defined(DEBUG_DISPLAY) SurfaceData2D surfaceData; InitializeSurfaceData(Color.rgb, Color.a, surfaceData); InputData2D inputData; InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData); half4 debugColor = 0; SETUP_DEBUG_DATA_2D(inputData, positionWS); if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor)) { return debugColor; } #endif #if ETC1_EXTERNAL_ALPHA float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy ); Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture ); #endif Color *= IN.color; return Color; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off HLSLPROGRAM #define ASE_SRP_VERSION 140007 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENESELECTIONPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif CBUFFER_START( UnityPerMaterial ) #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; float4 _AddColorColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif float4 _MainTex_TexelSize; float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortTo; float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortSpeed; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; float2 _MetalNoiseDistortion; float2 _MetalNoiseSpeed; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowContrast; float _RainbowBrightness; float _RainbowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonRecolorFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif int _TextureLayer2Rows; int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Contrast; float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveFade; float _FullAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; float _DirectionalAlphaFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif #ifdef _SHADERSPACE_SCREEN float _ScreenWidthUnits; #endif #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; float _PingPongGlowFade; float _PingPongGlowFrequency; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineSpeed; float _HologramLineGap; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineFrequency; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageContrast; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageSmoothnessB; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueBrightness; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; #endif float _NormalIntensity; CBUFFER_END struct VertexInput { float3 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; int _ObjectId; int _PassValue; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11716( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11665( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11667( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11668( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11670( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11789( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11899 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; float temp_output_8_0_g11899 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11899 = ( ( sin( ( temp_output_8_0_g11899 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11899 ); #else float2 staticSwitch4_g11899 = temp_output_2_0_g11899; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11900 = temp_output_8_0_g11899; float3 rotatedValue21_g11900 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11900 * _VibrateRotation ) ); float2 staticSwitch6_g11899 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11900 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11900).xy ) + staticSwitch4_g11899 ); #else float2 staticSwitch6_g11899 = staticSwitch4_g11899; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11899 = ( staticSwitch6_g11899 + ( (v.vertex).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11899 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11899 = staticSwitch6_g11899; #endif float2 temp_output_424_0 = staticSwitch10_g11899; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (v.vertex).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (v.vertex).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch142 = temp_output_424_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_MASK) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord1 = screenPos; o.ase_texcoord2.xyz = ase_worldPos; o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_texcoord3 = float4(v.vertex,1); o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; o.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); float3 positionWS = TransformObjectToWorld(v.vertex); o.clipPos = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN ) : SV_TARGET { float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = IN.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11664 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11665 = _WindMinIntensity; #else float staticSwitch117_g11665 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11665 = _WindMaxIntensity; #else float staticSwitch118_g11665 = WindMaxIntensity; #endif #endif float4 transform62_g11665 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11665 = _WindXPosition; #else float staticSwitch111_g11665 = transform62_g11665.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11665 = _WindNoiseScale; #else float staticSwitch113_g11665 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11665 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11665 = WindTime; #endif float temp_output_50_0_g11665 = ( ( staticSwitch111_g11665 * staticSwitch113_g11665 ) + staticSwitch125_g11665 ); float x101_g11665 = temp_output_50_0_g11665; float localFastNoise101_g11665 = FastNoise101_g11665( x101_g11665 ); float2 temp_cast_0 = (temp_output_50_0_g11665).xx; float simplePerlin2D121_g11665 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11665 = simplePerlin2D121_g11665*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11665 = simplePerlin2D121_g11665; #else float staticSwitch123_g11665 = ( localFastNoise101_g11665 + 0.5 ); #endif float lerpResult86_g11665 = lerp( staticSwitch117_g11665 , staticSwitch118_g11665 , staticSwitch123_g11665); float clampResult29_g11665 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11665 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11665 = temp_output_3_0_g11664; float temp_output_39_0_g11665 = ( temp_output_1_0_g11665.y + _WindFlip ); float3 appendResult43_g11665 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11665 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11665 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11665 ))); float3 rotatedValue19_g11665 = RotateAroundAxis( appendResult43_g11665, float3( ( appendResult27_g11665 + temp_output_1_0_g11665 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11665 * temp_output_39_0_g11665 ) ); float2 staticSwitch4_g11664 = (rotatedValue19_g11665).xy; #else float2 staticSwitch4_g11664 = temp_output_3_0_g11664; #endif float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (IN.ase_texcoord3.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11666 = shaderPosition235; float linValue16_g11667 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11666 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float linValue16_g11668 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11666 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); float2 appendResult189_g11666 = (float2(( localMyCustomExpression16_g11667 - 0.5 ) , ( localMyCustomExpression16_g11668 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11664 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11666 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11664; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11669 = shaderPosition235; float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); float3 rotatedValue168_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11671 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); float3 rotatedValue136_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11669 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11669 = rotatedValue136_g11669; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float clampResult154_g11669 = clamp( ( ( break130_g11669.x + break130_g11669.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11670 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11669).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_8_0_g11674 = ( ( ( shaderTime237 * _HologramDistortionSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ); float2 temp_cast_4 = (temp_output_8_0_g11674).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult75_g11674 = clamp( localMyCustomExpression16_g11676 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11674).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float2 appendResult2_g11675 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11674 = (float2(( ( ( clampResult75_g11674 * ( localMyCustomExpression16_g11677 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11675 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11674 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11672 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11672; float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); float linValue16_g11673 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11672 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float glitchFade152 = ( max( localMyCustomExpression16_g11673 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch145 = temp_output_484_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_MASK) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2( 0,0 ); float2 break10_g11731 = float2( 1,1 ); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2((break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (break10_g11731.x - break11_g11731.x)) , (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); float clampResult37_g11756 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(ase_worldPos.x , ase_worldPos.y)); float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11792 = 0; if( temp_output_43_0_g11792 >= 0.8333333 ) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if( temp_output_43_0_g11792 <= 0.6666667 ) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if( temp_output_43_0_g11792 <= 0.3333333 ) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if( temp_output_43_0_g11792 <= 0.1666667 ) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if( temp_output_43_0_g11792 >= 0.5 ) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = ( pow( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , max( _ColorReplaceContrast , 0.001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max( _Contrast , 0.001 )).xxx; float4 appendResult4_g11802 = (float4(pow( (temp_output_1_0_g11802).rgb , temp_cast_30 ) , temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( temp_output_3_0_g11796 , max( _SplitToningContrast , 0.001 ) ) ) , _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , max( _InkSpreadContrast , 0.001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , max( _AddHueContrast , 0.001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , max( _SineGlowContrast , 0.001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11771 = float2( 0,0 ); #endif float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11799 = float2( 0,0 ); #endif float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( _PixelOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , _PixelOutlineFade); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , max( _PingPongGlowContrast , 0.001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , max( _HologramContrast , 0.001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * _HologramLineSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , max( _CamouflageContrast , 0.001 ) ) ) , _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( temp_output_5_0_g11834 , max( _MetalHighlightContrast , 0.001 ) ) ) + ( pow( temp_output_5_0_g11834 , max( _MetalContrast , 0.001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( temp_output_7_0_g11826 , max( _FrozenContrast , 0.001 ) ) * (_FrozenTint).rgb ) + ( pow( temp_output_7_0_g11826 , max( _FrozenSnowContrast , 0.001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( temp_output_7_0_g11826 , max( _FrozenHighlightContrast , 0.001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , max( _BurnInsideContrast , 0.001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.001 )).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( lerpResult92_g11812 , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11847 = (float4(( ( max( pow( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , max( _PoisonDensity , 0.001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , max( _EnchantedContrast , 0.001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); #endif float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( temp_output_4_0_g11856 , max( _ShiftingContrast , 0.001 ) ) ) , _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11864 = float2( 0,1 ); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = ( pow( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , max( _TextureLayer1Contrast , 0.001 ) ) * temp_output_16_0_g11863 ); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11860 = float2( 0,1 ); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = ( pow( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , max( _TextureLayer2Contrast , 0.001 ) ) * temp_output_16_0_g11859 ); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )); float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , max( _AddColorContrast , 0.001 ) ) ); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = ( pow( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , max( _StrongTintContrast , 0.001 ) ) * staticSwitch21_g11889 ); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11896 = temp_output_344_0; float4 appendResult8_g11896 = (float4(( (temp_output_1_0_g11896).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11896.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11896; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined(_SHADERFADING_NONE) float4 staticSwitch143 = staticSwitch342; #elif defined(_SHADERFADING_FULL) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_MASK) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_DISSOLVE) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_SPREAD) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11903 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11903 = (float4(( (temp_output_7_0_g11903).rgb / max( temp_output_7_0_g11903.a , 1E-05 ) ) , temp_output_7_0_g11903.a)); float4 staticSwitch6_g11903 = appendResult2_g11903; #else float4 staticSwitch6_g11903 = temp_output_7_0_g11903; #endif float4 Color = staticSwitch6_g11903; half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } Cull Off HLSLPROGRAM #define ASE_SRP_VERSION 140007 #pragma vertex vert #pragma fragment frag #define _SURFACE_TYPE_TRANSPARENT 1 #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define FEATURES_GRAPH_VERTEX #define SHADERPASS SHADERPASS_DEPTHONLY #define SCENEPICKINGPASS 1 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_FRAG_POSITION #define ASE_NEEDS_FRAG_COLOR #pragma shader_feature_local _SHADERFADING_NONE _SHADERFADING_FULL _SHADERFADING_MASK _SHADERFADING_DISSOLVE _SHADERFADING_SPREAD #pragma shader_feature_local _ENABLESINESCALE_ON #pragma shader_feature _ENABLEVIBRATE_ON #pragma shader_feature _ENABLESINEMOVE_ON #pragma shader_feature _ENABLESQUISH_ON #pragma shader_feature _SPRITESHEETFIX_ON #pragma shader_feature_local _PIXELPERFECTUV_ON #pragma shader_feature _ENABLEWORLDTILING_ON #pragma shader_feature _ENABLESCREENTILING_ON #pragma shader_feature _TOGGLETIMEFREQUENCY_ON #pragma shader_feature _TOGGLETIMEFPS_ON #pragma shader_feature _TOGGLETIMESPEED_ON #pragma shader_feature _TOGGLEUNSCALEDTIME_ON #pragma shader_feature _TOGGLECUSTOMTIME_ON #pragma shader_feature _SHADERSPACE_UV _SHADERSPACE_UV_RAW _SHADERSPACE_OBJECT _SHADERSPACE_OBJECT_SCALED _SHADERSPACE_WORLD _SHADERSPACE_UI_GRAPHIC _SHADERSPACE_SCREEN #pragma shader_feature _PIXELPERFECTSPACE_ON #pragma shader_feature _BAKEDMATERIAL_ON #pragma shader_feature _VERTEXTINTFIRST_ON #pragma shader_feature _ENABLESHADOW_ON #pragma shader_feature _ENABLESTRONGTINT_ON #pragma shader_feature _ENABLEALPHATINT_ON #pragma shader_feature_local _ENABLEADDCOLOR_ON #pragma shader_feature_local _ENABLEHALFTONE_ON #pragma shader_feature_local _ENABLEDIRECTIONALGLOWFADE_ON #pragma shader_feature_local _ENABLEDIRECTIONALALPHAFADE_ON #pragma shader_feature_local _ENABLESOURCEGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLESOURCEALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEFULLGLOWDISSOLVE_ON #pragma shader_feature_local _ENABLEFULLALPHADISSOLVE_ON #pragma shader_feature_local _ENABLEDIRECTIONALDISTORTION_ON #pragma shader_feature_local _ENABLEFULLDISTORTION_ON #pragma shader_feature _ENABLETEXTURELAYER2_ON #pragma shader_feature _ENABLETEXTURELAYER1_ON #pragma shader_feature _ENABLESHIFTING_ON #pragma shader_feature _ENABLEENCHANTED_ON #pragma shader_feature_local _ENABLEPOISON_ON #pragma shader_feature_local _ENABLESHINE_ON #pragma shader_feature_local _ENABLERAINBOW_ON #pragma shader_feature_local _ENABLEBURN_ON #pragma shader_feature_local _ENABLEFROZEN_ON #pragma shader_feature_local _ENABLEMETAL_ON #pragma shader_feature_local _ENABLECAMOUFLAGE_ON #pragma shader_feature_local _ENABLEGLITCH_ON #pragma shader_feature_local _ENABLEHOLOGRAM_ON #pragma shader_feature _ENABLEPINGPONGGLOW_ON #pragma shader_feature_local _ENABLEPIXELOUTLINE_ON #pragma shader_feature_local _ENABLEOUTEROUTLINE_ON #pragma shader_feature_local _ENABLEINNEROUTLINE_ON #pragma shader_feature_local _ENABLESATURATION_ON #pragma shader_feature_local _ENABLESINEGLOW_ON #pragma shader_feature_local _ENABLEADDHUE_ON #pragma shader_feature_local _ENABLESHIFTHUE_ON #pragma shader_feature_local _ENABLEINKSPREAD_ON #pragma shader_feature_local _ENABLEBLACKTINT_ON #pragma shader_feature_local _ENABLESPLITTONING_ON #pragma shader_feature_local _ENABLEHUE_ON #pragma shader_feature_local _ENABLEBRIGHTNESS_ON #pragma shader_feature_local _ENABLECONTRAST_ON #pragma shader_feature _ENABLENEGATIVE_ON #pragma shader_feature_local _ENABLECOLORREPLACE_ON #pragma shader_feature_local _ENABLERECOLORRGBYCP_ON #pragma shader_feature _ENABLERECOLORRGB_ON #pragma shader_feature_local _ENABLEFLAME_ON #pragma shader_feature_local _ENABLECHECKERBOARD_ON #pragma shader_feature_local _ENABLECUSTOMFADE_ON #pragma shader_feature_local _ENABLESMOKE_ON #pragma shader_feature _ENABLESHARPEN_ON #pragma shader_feature _ENABLEGAUSSIANBLUR_ON #pragma shader_feature _ENABLESMOOTHPIXELART_ON #pragma shader_feature_local _TILINGFIX_ON #pragma shader_feature _ENABLEWIGGLE_ON #pragma shader_feature_local _ENABLEUVSCALE_ON #pragma shader_feature_local _ENABLEPIXELATE_ON #pragma shader_feature_local _ENABLEUVSCROLL_ON #pragma shader_feature_local _ENABLEUVROTATE_ON #pragma shader_feature_local _ENABLESINEROTATE_ON #pragma shader_feature_local _ENABLESQUEEZE_ON #pragma shader_feature_local _ENABLEUVDISTORT_ON #pragma shader_feature_local _ENABLEWIND_ON #pragma shader_feature_local _WINDLOCALWIND_ON #pragma shader_feature_local _WINDHIGHQUALITYNOISE_ON #pragma shader_feature_local _WINDISPARALLAX_ON #pragma shader_feature _UVDISTORTMASKTOGGLE_ON #pragma shader_feature _WIGGLEFIXEDGROUNDTOGGLE_ON #pragma shader_feature _RECOLORRGBTEXTURETOGGLE_ON #pragma shader_feature _RECOLORRGBYCPTEXTURETOGGLE_ON #pragma shader_feature_local _ADDHUEMASKTOGGLE_ON #pragma shader_feature_local _SINEGLOWMASKTOGGLE_ON #pragma shader_feature _INNEROUTLINETEXTURETOGGLE_ON #pragma shader_feature_local _INNEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _INNEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _OUTEROUTLINETEXTURETOGGLE_ON #pragma shader_feature _OUTEROUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature_local _OUTEROUTLINEDISTORTIONTOGGLE_ON #pragma shader_feature _PIXELOUTLINETEXTURETOGGLE_ON #pragma shader_feature _PIXELOUTLINEOUTLINEONLYTOGGLE_ON #pragma shader_feature _CAMOUFLAGEANIMATIONTOGGLE_ON #pragma shader_feature _METALMASKTOGGLE_ON #pragma shader_feature _SHINEMASKTOGGLE_ON #pragma shader_feature _ENCHANTEDLERPTOGGLE_ON #pragma shader_feature _ENCHANTEDRAINBOWTOGGLE_ON #pragma shader_feature _SHIFTINGRAINBOWTOGGLE_ON #pragma shader_feature _TEXTURELAYER1CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER1SCROLLTOGGLE_ON #pragma shader_feature _TEXTURELAYER2CONTRASTTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SHEETTOGGLE_ON #pragma shader_feature _TEXTURELAYER2SCROLLTOGGLE_ON #pragma shader_feature _ADDCOLORCONTRASTTOGGLE_ON #pragma shader_feature _ADDCOLORMASKTOGGLE_ON #pragma shader_feature _STRONGTINTCONTRASTTOGGLE_ON #pragma shader_feature _STRONGTINTMASKTOGGLE_ON sampler2D _MainTex; #ifdef _TOGGLEUNSCALEDTIME_ON float UnscaledTime; #endif #ifdef _SHADERFADING_MASK sampler2D _FadingMask; #endif sampler2D _UberNoiseTexture; #ifdef _ENABLEWIND_ON float WindMinIntensity; float WindMaxIntensity; float WindNoiseScale; float WindTime; #endif #ifdef _ENABLEUVDISTORT_ON sampler2D _UVDistortMask; #endif #ifdef _ENABLECUSTOMFADE_ON sampler2D _CustomFadeFadeMask; #endif #ifdef _ENABLERECOLORRGB_ON sampler2D _RecolorRGBTexture; #endif #ifdef _ENABLERECOLORRGBYCP_ON sampler2D _RecolorRGBYCPTexture; #endif #ifdef _ENABLEADDHUE_ON sampler2D _AddHueMask; #endif #ifdef _ENABLESINEGLOW_ON sampler2D _SineGlowMask; #endif #ifdef _ENABLEINNEROUTLINE_ON sampler2D _InnerOutlineTintTexture; #endif #ifdef _ENABLEOUTEROUTLINE_ON sampler2D _OuterOutlineTintTexture; #endif #ifdef _ENABLEPIXELOUTLINE_ON sampler2D _PixelOutlineTintTexture; #endif #ifdef _ENABLEMETAL_ON sampler2D _MetalMask; #endif #ifdef _ENABLESHINE_ON sampler2D _ShineMask; #endif #ifdef _ENABLETEXTURELAYER1_ON sampler2D _TextureLayer1Texture; #endif #ifdef _ENABLETEXTURELAYER2_ON sampler2D _TextureLayer2Texture; #endif #ifdef _ENABLEADDCOLOR_ON sampler2D _AddColorMask; #endif #ifdef _ENABLESTRONGTINT_ON sampler2D _StrongTintMask; #endif CBUFFER_START( UnityPerMaterial ) #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorA; #endif #ifdef _ENABLEPOISON_ON float4 _PoisonColor; #endif #ifdef _ENABLESPLITTONING_ON float4 _SplitToningHighlightsColor; float4 _SplitToningShadowsColor; #endif #ifdef _ENABLEENCHANTED_ON float4 _EnchantedLowColor; float4 _EnchantedHighColor; #endif #ifdef _ENABLECOLORREPLACE_ON float4 _ColorReplaceToColor; float4 _ColorReplaceFromColor; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 _RecolorRGBYCPRedTint; float4 _RecolorRGBYCPYellowTint; float4 _RecolorRGBYCPGreenTint; float4 _RecolorRGBYCPCyanTint; float4 _RecolorRGBYCPBlueTint; float4 _RecolorRGBYCPPurpleTint; #endif #ifdef _ENABLERECOLORRGB_ON float4 _RecolorRGBBlueTint; float4 _RecolorRGBGreenTint; float4 _RecolorRGBRedTint; #endif #ifdef _ENABLESHIFTING_ON float4 _ShiftingColorB; #endif #ifdef _ENABLETEXTURELAYER1_ON float4 _TextureLayer1Color; #endif #ifdef _ENABLETEXTURELAYER2_ON float4 _TextureLayer2Color; #endif #ifdef _ENABLEBLACKTINT_ON float4 _BlackTintColor; #endif #ifdef _ENABLEINKSPREAD_ON float4 _InkSpreadColor; #endif #ifdef _ENABLESHINE_ON float4 _ShineMask_ST; float4 _ShineColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenTint; #endif #ifdef _ENABLEMETAL_ON float4 _MetalMask_ST; float4 _MetalColor; float4 _MetalHighlightColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenHighlightColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorB; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideNoiseColor; #endif #ifdef _ENABLECAMOUFLAGE_ON float4 _CamouflageColorA; float4 _CamouflageBaseColor; #endif #ifdef _ENABLEUVDISTORT_ON float4 _UVDistortMask_ST; #endif #ifdef _ENABLEBURN_ON float4 _BurnInsideColor; #endif #ifdef _ENABLEPINGPONGGLOW_ON float4 _PingPongGlowTo; float4 _PingPongGlowFrom; #endif #ifdef _ENABLEBURN_ON float4 _BurnEdgeColor; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 _PixelOutlineColor; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 _OuterOutlineColor; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 _InnerOutlineColor; #endif #ifdef _ENABLESINEGLOW_ON float4 _SineGlowMask_ST; float4 _SineGlowColor; #endif #ifdef _ENABLEADDHUE_ON float4 _AddHueMask_ST; #endif #ifdef _ENABLEHOLOGRAM_ON float4 _HologramTint; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float4 _FullGlowDissolveEdgeColor; #endif #ifdef _ENABLEFROZEN_ON float4 _FrozenSnowColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintTint; #endif #ifdef _ENABLEADDCOLOR_ON float4 _AddColorMask_ST; float4 _AddColorColor; #endif #ifdef _ENABLESHADOW_ON float4 _ShadowColor; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float4 _SourceGlowDissolveEdgeColor; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float4 _DirectionalGlowFadeEdgeColor; #endif #ifdef _SPRITESHEETFIX_ON float4 _SpriteSheetRect; #endif #ifdef _ENABLEALPHATINT_ON float4 _AlphaTintColor; #endif #ifdef _ENABLESTRONGTINT_ON float4 _StrongTintMask_ST; #endif #ifdef _SHADERFADING_MASK float4 _FadingMask_ST; #endif float4 _MainTex_TexelSize; float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD float2 _FadingPosition; #endif #ifdef _ENABLEBURN_ON float2 _BurnEdgeNoiseScale; float2 _BurnPosition; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float2 _DirectionalAlphaFadeNoiseScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnSwirlNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenSnowScale; #endif #ifdef _ENABLEFLAME_ON float2 _FlameNoiseScale; float2 _FlameSpeed; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchNoiseSpeed; float2 _GlitchNoiseScale; #endif #ifdef _ENABLECUSTOMFADE_ON float2 _CustomFadeNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Offset; float2 _TextureLayer1ScrollSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionSpeed; float2 _CamouflageDistortionScale; #endif #ifdef _ENABLEBURN_ON float2 _BurnInsideNoiseScale; #endif #ifdef _ENABLETEXTURELAYER1_ON float2 _TextureLayer1Scale; #endif #ifdef _ENABLESHADOW_ON float2 _ShadowOffset; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageDistortionIntensity; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveFrequency; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineTextureSpeed; float2 _InnerOutlineNoiseSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float2 _InkSpreadNoiseScale; float2 _InkSpreadPosition; #endif #ifdef _ENABLEINNEROUTLINE_ON float2 _InnerOutlineNoiseScale; float2 _InnerOutlineDistortionIntensity; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseSpeed; #endif #ifdef _ENABLEHALFTONE_ON float2 _HalftonePosition; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 _DirectionalGlowFadeNoiseScale; #endif #ifdef _ENABLEPOISON_ON float2 _PoisonNoiseScale; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineTextureSpeed; #endif #ifdef _ENABLESINESCALE_ON float2 _SineScaleFactor; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowCenter; #endif #ifdef _ENABLEOUTEROUTLINE_ON float2 _OuterOutlineNoiseSpeed; float2 _OuterOutlineNoiseScale; float2 _OuterOutlineDistortionIntensity; #endif #ifdef _ENABLEENCHANTED_ON float2 _EnchantedSpeed; float2 _EnchantedScale; #endif #ifdef _ENABLEPIXELOUTLINE_ON float2 _PixelOutlineTextureSpeed; #endif #ifdef _ENABLERAINBOW_ON float2 _RainbowNoiseScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleA; #endif #ifdef _ENABLESINEMOVE_ON float2 _SineMoveOffset; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingOffset; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortNoiseScale; float2 _UVDistortTo; float2 _UVDistortFrom; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float2 _FullGlowDissolveNoiseScale; #endif #ifdef _ENABLEGLITCH_ON float2 _GlitchMaskScale; float2 _GlitchMaskSpeed; float2 _GlitchDistortion; float2 _GlitchDistortionScale; float2 _GlitchDistortionSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortion; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeCenter; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionScale; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float2 _SourceAlphaDissolvePosition; float2 _SourceAlphaDissolveNoiseScale; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingOffset; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionNoiseScale; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 _SourceGlowDissolvePosition; float2 _SourceGlowDissolveNoiseScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortion; #endif #ifdef _ENABLESCREENTILING_ON float2 _ScreenTilingScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 _DirectionalDistortionDistortionScale; #endif #ifdef _ENABLEFULLDISTORTION_ON float2 _FullDistortionDistortion; float2 _FullDistortionNoiseScale; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightDistortionSpeed; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseScale; #endif #ifdef _ENABLEUVDISTORT_ON float2 _UVDistortSpeed; #endif #ifdef _ENABLESQUEEZE_ON float2 _SqueezeScale; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScaleScale; #endif #ifdef _ENABLEWORLDTILING_ON float2 _WorldTilingScale; #endif #ifdef _ENABLECAMOUFLAGE_ON float2 _CamouflageNoiseScaleB; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightScale; #endif #ifdef _ENABLEUVSCROLL_ON float2 _UVScrollSpeed; #endif #ifdef _ENABLEUVROTATE_ON float2 _UVRotatePivot; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2ScrollSpeed; #endif #ifdef _ENABLEFROZEN_ON float2 _FrozenHighlightSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Offset; #endif #ifdef _ENABLESINEROTATE_ON float2 _SineRotatePivot; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionSpeed; #endif #ifdef _ENABLETEXTURELAYER2_ON float2 _TextureLayer2Scale; #endif #ifdef _ENABLEMETAL_ON float2 _MetalNoiseDistortionScale; float2 _MetalNoiseDistortion; float2 _MetalNoiseSpeed; #endif #ifdef _ENABLEUVSCALE_ON float2 _UVScalePivot; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightDensity; #endif #ifdef _ENABLERAINBOW_ON float _RainbowSpeed; float _RainbowSaturation; #endif #ifdef _ENABLEFROZEN_ON float _FrozenFade; #endif #ifdef _ENABLERAINBOW_ON float _RainbowNoiseFactor; float _RainbowContrast; float _RainbowBrightness; float _RainbowDensity; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorFade; #endif #ifdef _ENABLEBURN_ON float _BurnInsideNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenHighlightContrast; #endif #ifdef _ENABLEBURN_ON float _BurnEdgeNoiseFactor; #endif #ifdef _ENABLESHADOW_ON float _ShadowFade; #endif #ifdef _ENABLEBURN_ON float _BurnSwirlFactor; float _BurnFade; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintContrast; #endif #ifdef _ENABLEBURN_ON float _BurnRadius; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintMinAlpha; #endif #ifdef _ENABLEBURN_ON float _BurnInsideContrast; #endif #ifdef _ENABLEALPHATINT_ON float _AlphaTintFade; #endif #ifdef _ENABLEBURN_ON float _BurnWidth; #endif #ifdef _ENABLESTRONGTINT_ON float _StrongTintFade; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonRecolorFactor; #endif #ifdef _ENABLERAINBOW_ON float _RainbowFade; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingBrightness; float _ShiftingSaturation; float _ShiftingContrast; float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1EdgeClip; #endif int _TextureLayer1Columns; int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Speed; #endif int _TextureLayer1StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeRotation; #endif #ifdef _ENABLETEXTURELAYER1_ON float _TextureLayer1Contrast; float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2EdgeClip; #endif int _TextureLayer2Columns; #ifdef _ENABLESHIFTING_ON float _ShiftingDensity; #endif int _TextureLayer2Rows; int _TextureLayer2StartFrame; #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeInvert; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Contrast; float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON float _FullAlphaDissolveFade; float _FullAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float _FullGlowDissolveFade; float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float _SourceAlphaDissolveInvert; float _SourceAlphaDissolveFade; float _SourceAlphaDissolveNoiseFactor; float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveNoiseFactor; #endif #ifdef _ENABLETEXTURELAYER2_ON float _TextureLayer2Speed; #endif #ifdef _ENABLEADDCOLOR_ON float _AddColorContrast; #endif #ifdef _ENABLESHIFTING_ON float _ShiftingSpeed; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedFade; #endif #ifdef _ENABLESHINE_ON float _ShineSaturation; float _ShineContrast; float _ShineRotation; float _ShineFrequency; float _ShineSpeed; float _ShineWidth; float _ShineSmooth; float _ShineFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFadeWidth; #endif #ifdef _ENABLEPOISON_ON float _PoisonShiftSpeed; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneFade; #endif #ifdef _ENABLEPOISON_ON float _PoisonDensity; float _PoisonFade; float _PoisonNoiseBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeFade; #endif #ifdef _ENABLEHALFTONE_ON float _HalftoneTiling; float _HalftoneInvert; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowDensity; float _EnchantedRainbowSpeed; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedRainbowSaturation; float _EnchantedContrast; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float _DirectionalGlowFadeFade; float _DirectionalGlowFadeRotation; float _DirectionalGlowFadeInvert; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedBrightness; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float _DirectionalAlphaFadeWidth; float _DirectionalAlphaFadeNoiseFactor; #endif #ifdef _ENABLEENCHANTED_ON float _EnchantedReduce; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float _SourceGlowDissolveWidth; #endif #ifdef _ENABLESQUISH_ON float _SquishStretch; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineWidth; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowContrast; #endif #ifdef _ENABLESQUEEZE_ON float _SqueezeFade; float _SqueezePower; #endif #ifdef _ENABLEUVDISTORT_ON float _UVDistortFade; #endif #ifdef _ENABLEGLITCH_ON float _GlitchFade; float _GlitchMaskMin; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFrequency; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionOffset; float _HologramDistortionDensity; float _HologramDistortionSpeed; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionWidth; float _DirectionalDistortionNoiseFactor; float _DirectionalDistortionFade; float _DirectionalDistortionRotation; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramDistortionScale; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionInvert; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateAngle; #endif #ifdef _ENABLEUVROTATE_ON float _UVRotateSpeed; #endif #ifdef _ENABLESMOKE_ON float _SmokeNoiseScale; float _SmokeVertexSeed; #endif #ifdef _ENABLESHARPEN_ON float _SharpenFade; float _SharpenFactor; float _SharpenOffset; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurFade; #endif #ifdef _ENABLESINEROTATE_ON float _SineRotateFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON float _GaussianBlurOffset; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleOffset; float _WiggleSpeed; float _WiggleFrequency; #endif #ifdef _ENABLEPIXELATE_ON float _PixelateFade; float _PixelatePixelsPerUnit; float _PixelatePixelDensity; #endif #ifdef _ENABLEWIGGLE_ON float _WiggleFade; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float _DirectionalDistortionRandomDirection; #endif #ifdef _ENABLEFULLDISTORTION_ON float _FullDistortionFade; #endif #ifdef _ENABLEWIND_ON float _WindSquishWindFactor; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateFade; float _VibrateOffset; float _VibrateFrequency; #endif #ifdef _ENABLESINEMOVE_ON float _SineMoveFade; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float _TimeRange; float _TimeFrequency; #endif #ifdef _ENABLEVIBRATE_ON float _VibrateRotation; #endif #ifdef _TOGGLETIMEFPS_ON float _TimeFPS; #endif #ifdef _TOGGLECUSTOMTIME_ON float _TimeValue; #endif #ifdef _ENABLESQUISH_ON float _SquishSquish; float _SquishFlip; float _SquishFade; #endif #ifdef _ENABLEWORLDTILING_ON float _WorldTilingPixelsPerUnit; #endif #ifdef _ENABLESCREENTILING_ON float _ScreenTilingPixelsPerUnit; #endif #ifdef _TOGGLETIMESPEED_ON float _TimeSpeed; #endif #ifdef _ENABLESINESCALE_ON float _SineScaleFrequency; #endif float _FadingFade; float _FadingWidth; #ifdef _ENABLEWIND_ON float _WindSquishFactor; float _WindFlip; float _WindMaxRotation; float _WindRotation; float _WindNoiseSpeed; float _WindNoiseScale; float _WindXPosition; float _WindMaxIntensity; float _WindMinIntensity; float _WindRotationWindFactor; #endif #ifdef _SHADERFADING_SPREAD float _FadingNoiseFactor; #endif #ifdef _SHADERSPACE_SCREEN float _ScreenWidthUnits; #endif #ifdef _SHADERSPACE_UI_GRAPHIC float _RectHeight; float _RectWidth; #endif float _PixelsPerUnit; #ifdef _ENABLESMOKE_ON float _SmokeNoiseFactor; #endif #ifdef _ENABLEFROZEN_ON float _FrozenSnowDensity; #endif #ifdef _ENABLESMOKE_ON float _SmokeSmoothness; float _SmokeAlpha; #endif #ifdef _ENABLEPINGPONGGLOW_ON float _PingPongGlowContrast; float _PingPongGlowFade; float _PingPongGlowFrequency; #endif #ifdef _ENABLEPIXELOUTLINE_ON float _PixelOutlineFade; #endif #ifdef _ENABLEOUTEROUTLINE_ON float _OuterOutlineWidth; float _OuterOutlineFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineWidth; #endif #ifdef _ENABLESATURATION_ON float _Saturation; #endif #ifdef _ENABLESINEGLOW_ON float _SineGlowMin; float _SineGlowMax; float _SineGlowFrequency; float _SineGlowFade; float _SineGlowContrast; #endif #ifdef _ENABLEINNEROUTLINE_ON float _InnerOutlineFade; #endif #ifdef _ENABLEADDHUE_ON float _AddHueFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineSpeed; float _HologramLineGap; #endif #ifdef _ENABLEFROZEN_ON float _FrozenContrast; #endif #ifdef _ENABLEMETAL_ON float _MetalFade; float _MetalContrast; float _MetalHighlightContrast; float _MetalHighlightDensity; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageFade; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramLineFrequency; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageContrast; float _CamouflageDensityB; float _CamouflageSmoothnessA; float _CamouflageDensityA; #endif #ifdef _ENABLEGLITCH_ON float _GlitchHueSpeed; float _GlitchBrightness; #endif #ifdef _ENABLEHOLOGRAM_ON float _HologramMinAlpha; #endif #ifdef _ENABLECAMOUFLAGE_ON float _CamouflageSmoothnessB; #endif #ifdef _ENABLEADDHUE_ON float _AddHueContrast; float _AddHueBrightness; float _AddHueSaturation; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceSmoothness; float _ColorReplaceContrast; #endif #ifdef _ENABLERECOLORRGBYCP_ON float _RecolorRGBYCPFade; #endif #ifdef _ENABLERECOLORRGB_ON float _RecolorRGBFade; #endif #ifdef _ENABLEFLAME_ON float _FlameBrightness; float _FlameSmooth; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceRange; #endif #ifdef _ENABLEFLAME_ON float _FlameRadius; float _FlameNoiseHeightFactor; #endif #ifdef _ENABLECHECKERBOARD_ON float _CheckerboardTiling; float _CheckerboardDarken; #endif #ifdef _ENABLECUSTOMFADE_ON float _CustomFadeAlpha; float _CustomFadeSmoothness; float _CustomFadeNoiseFactor; #endif #ifdef _ENABLEFLAME_ON float _FlameNoiseFactor; #endif #ifdef _ENABLECOLORREPLACE_ON float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON float _Contrast; #endif #ifdef _ENABLEADDHUE_ON float _AddHueSpeed; #endif #ifdef _ENABLESHIFTHUE_ON float _ShiftHueSpeed; #endif #ifdef _ENABLEINKSPREAD_ON float _InkSpreadWidth; float _InkSpreadNoiseFactor; float _InkSpreadDistance; float _InkSpreadFade; float _InkSpreadContrast; #endif #ifdef _ENABLEBLACKTINT_ON float _BlackTintFade; float _BlackTintPower; #endif #ifdef _ENABLESPLITTONING_ON float _SplitToningFade; float _SplitToningContrast; float _SplitToningBalance; float _SplitToningShift; #endif #ifdef _ENABLEHUE_ON float _Hue; #endif #ifdef _ENABLEBRIGHTNESS_ON float _Brightness; #endif #ifdef _ENABLESMOKE_ON float _SmokeDarkEdge; #endif float _NormalIntensity; CBUFFER_END struct VertexInput { float3 vertex : POSITION; float3 normal : NORMAL; float4 tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 clipPos : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; UNITY_VERTEX_INPUT_INSTANCE_ID }; float4 _SelectionID; float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle ) { original -= center; float C = cos( angle ); float S = sin( angle ); float t = 1 - C; float m00 = t * u.x * u.x + C; float m01 = t * u.x * u.y - S * u.z; float m02 = t * u.x * u.z + S * u.y; float m10 = t * u.x * u.y + S * u.z; float m11 = t * u.y * u.y + C; float m12 = t * u.y * u.z - S * u.x; float m20 = t * u.x * u.z - S * u.y; float m21 = t * u.y * u.z + S * u.x; float m22 = t * u.z * u.z + C; float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 ); return mul( finalMatrix, original ) + center; } float MyCustomExpression16_g11716( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11714( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float FastNoise101_g11665( float x ) { float i = floor(x); float f = frac(x); float s = sign(frac(x/2.0)-0.5); float k = 0.5+0.5*sin(i); return s*f*(f-1.0)*((16.0*k-4.0)*f*(f-1.0)-1.0); } float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } float snoise( float2 v ) { const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); float2 i = floor( v + dot( v, C.yy ) ); float2 x0 = v - i + dot( i, C.xx ); float2 i1; i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); float4 x12 = x0.xyxy + C.xxzz; x12.xy -= i1; i = mod2D289( i ); float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); m = m * m; m = m * m; float3 x = 2.0 * frac( p * C.www ) - 1.0; float3 h = abs( x ) - 0.5; float3 ox = floor( x + 0.5 ); float3 a0 = x - ox; m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); float3 g; g.x = a0.x * x0.x + h.x * x0.y; g.yz = a0.yz * x12.xz + h.yz * x12.yw; return 130.0 * dot( m, g ); } float MyCustomExpression16_g11667( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11668( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11671( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11670( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11676( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11677( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11718( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11673( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11729( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float4 texturePointSmooth( sampler2D tex, float4 textureTexelSize, float2 uvs ) { float2 size; size.x = textureTexelSize.z; size.y = textureTexelSize.w; float2 pixel = float2(1.0,1.0) / size; uvs -= pixel * float2(0.5,0.5); float2 uv_pixels = uvs * size; float2 delta_pixel = frac(uv_pixels) - float2(0.5,0.5); float2 ddxy = fwidth(uv_pixels); float2 mip = log2(ddxy) - 0.5; float2 clampedUV = uvs + (clamp(delta_pixel / ddxy, 0.0, 1.0) - delta_pixel) * pixel; return tex2Dlod(tex, float4(clampedUV,0, min(mip.x, mip.y))); } float MyCustomExpression16_g11755( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11757( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11761( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 MyCustomExpression115_g11766( float3 In, float3 From, float3 To, float Fuzziness, float Range ) { float Distance = distance(From, In); return lerp(To, In, saturate((Distance - Range) / max(Fuzziness, 0.001))); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float MyCustomExpression16_g11789( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11773( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11800( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11808( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11846( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11843( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11845( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11835( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11837( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11828( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11830( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11831( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11823( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11821( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11822( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11817( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11849( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11854( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11852( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float2 MyCustomExpression10_g11864( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float2 MyCustomExpression10_g11860( float2 UV, int Width, int Height, float Tile, float2 Invert ) { Tile = fmod(Tile + 0.001, Width * Height); float2 tileCount = float2(1, 1) / float2(Width, Height); float tileY = abs(Invert.y * Height - (floor(Tile * tileCount.x) + Invert.y * 1)); float tileX = abs(Invert.x * Width - ((Tile - Width * floor(Tile * tileCount.x)) + Invert.x * 1)); return (UV + float2(tileX, tileY)) * tileCount; } float MyCustomExpression16_g11871( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11879( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11881( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11877( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11873( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } float MyCustomExpression16_g11875( float linValue ) { #ifdef UNITY_COLORSPACE_GAMMA return linValue; #else linValue = max(linValue, half3(0.h, 0.h, 0.h)); return max(1.055h * pow(linValue, 0.416666667h) - 0.055h, 0.h); #endif } VertexOutput vert(VertexInput v ) { VertexOutput o = (VertexOutput)0; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); float2 _ZeroVector = float2(0,0); float2 texCoord363 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz ); #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g11897 = fixedUV475; float2 appendResult72_g11897 = (float2(( _SquishStretch * ( break77_g11897.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g11897.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g11897 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g11899 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; float temp_output_8_0_g11899 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g11899 = ( ( sin( ( temp_output_8_0_g11899 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g11899 ); #else float2 staticSwitch4_g11899 = temp_output_2_0_g11899; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g11900 = temp_output_8_0_g11899; float3 rotatedValue21_g11900 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g11900 * _VibrateRotation ) ); float2 staticSwitch6_g11899 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g11900 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g11900).xy ) + staticSwitch4_g11899 ); #else float2 staticSwitch6_g11899 = staticSwitch4_g11899; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g11899 = ( staticSwitch6_g11899 + ( (v.vertex).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g11899 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g11899 = staticSwitch6_g11899; #endif float2 temp_output_424_0 = staticSwitch10_g11899; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = v.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float2 texCoord435 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = v.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (v.vertex).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (v.vertex).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; float linValue16_g11716 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11713 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult121 = lerp( float2( 0,0 ) , temp_output_424_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch142 = temp_output_424_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_MASK) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch142 = lerpResult121; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch142 = lerpResult121; #else float2 staticSwitch142 = temp_output_424_0; #endif o.ase_texcoord1 = screenPos; o.ase_texcoord2.xyz = ase_worldPos; o.ase_texcoord.xy = v.ase_texcoord.xy; o.ase_texcoord3 = float4(v.vertex,1); o.ase_color = v.ase_color; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; o.ase_texcoord2.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.vertex.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = float3( staticSwitch142 , 0.0 ); #ifdef ASE_ABSOLUTE_VERTEX_POS v.vertex.xyz = vertexValue; #else v.vertex.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs(v.vertex.xyz); float3 positionWS = TransformObjectToWorld(v.vertex); o.clipPos = TransformWorldToHClip(positionWS); return o; } half4 frag(VertexOutput IN ) : SV_TARGET { float2 texCoord363 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 screenPos = IN.ase_texcoord1; float4 ase_screenPosNorm = screenPos / screenPos.w; #ifdef _ENABLESCREENTILING_ON ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float2 appendResult16_g11656 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11656 = ( ( ( (( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / 10.0 ) )).xy * _ScreenTilingScale ) + _ScreenTilingOffset ) * ( _ScreenTilingPixelsPerUnit * appendResult16_g11656 ) ); #else float2 staticSwitch2_g11656 = texCoord363; #endif float3 ase_worldPos = IN.ase_texcoord2.xyz; #ifdef _ENABLEWORLDTILING_ON float2 appendResult16_g11657 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 staticSwitch2_g11657 = ( ( ( (ase_worldPos).xy * _WorldTilingScale ) + _WorldTilingOffset ) * ( _WorldTilingPixelsPerUnit * appendResult16_g11657 ) ); #else float2 staticSwitch2_g11657 = staticSwitch2_g11656; #endif float2 originalUV460 = staticSwitch2_g11657; #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11658 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch449 = ( floor( ( originalUV460 * appendResult7_g11658 ) ) / appendResult7_g11658 ); #else float2 staticSwitch449 = originalUV460; #endif float2 uvAfterPixelArt450 = staticSwitch449; #ifdef _SPRITESHEETFIX_ON float2 break14_g11662 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11662 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11662 = spriteRectMax377; float2 break9_g11662 = float2( 0,0 ); float2 break8_g11662 = float2( 1,1 ); float2 appendResult15_g11662 = (float2((break9_g11662.x + (break14_g11662.x - break11_g11662.x) * (break8_g11662.x - break9_g11662.x) / (break10_g11662.x - break11_g11662.x)) , (break9_g11662.y + (break14_g11662.y - break11_g11662.y) * (break8_g11662.y - break9_g11662.y) / (break10_g11662.y - break11_g11662.y)))); float2 staticSwitch366 = appendResult15_g11662; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11664 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11665 = _WindMinIntensity; #else float staticSwitch117_g11665 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11665 = _WindMaxIntensity; #else float staticSwitch118_g11665 = WindMaxIntensity; #endif #endif float4 transform62_g11665 = mul(GetWorldToObjectMatrix(),float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11665 = _WindXPosition; #else float staticSwitch111_g11665 = transform62_g11665.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11665 = _WindNoiseScale; #else float staticSwitch113_g11665 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _TimeParameters.x; #endif #ifdef _TOGGLEUNSCALEDTIME_ON float staticSwitch34_g11661 = UnscaledTime; #else float staticSwitch34_g11661 = staticSwitch44_g11661; #endif #ifdef _TOGGLETIMESPEED_ON float staticSwitch37_g11661 = ( staticSwitch34_g11661 * _TimeSpeed ); #else float staticSwitch37_g11661 = staticSwitch34_g11661; #endif #ifdef _TOGGLETIMEFPS_ON float staticSwitch38_g11661 = ( floor( ( staticSwitch37_g11661 * _TimeFPS ) ) / _TimeFPS ); #else float staticSwitch38_g11661 = staticSwitch37_g11661; #endif #ifdef _TOGGLETIMEFREQUENCY_ON float staticSwitch42_g11661 = ( ( sin( ( staticSwitch38_g11661 * _TimeFrequency ) ) * _TimeRange ) + 100.0 ); #else float staticSwitch42_g11661 = staticSwitch38_g11661; #endif float shaderTime237 = staticSwitch42_g11661; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch125_g11665 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11665 = WindTime; #endif float temp_output_50_0_g11665 = ( ( staticSwitch111_g11665 * staticSwitch113_g11665 ) + staticSwitch125_g11665 ); float x101_g11665 = temp_output_50_0_g11665; float localFastNoise101_g11665 = FastNoise101_g11665( x101_g11665 ); float2 temp_cast_0 = (temp_output_50_0_g11665).xx; float simplePerlin2D121_g11665 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11665 = simplePerlin2D121_g11665*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11665 = simplePerlin2D121_g11665; #else float staticSwitch123_g11665 = ( localFastNoise101_g11665 + 0.5 ); #endif float lerpResult86_g11665 = lerp( staticSwitch117_g11665 , staticSwitch118_g11665 , staticSwitch123_g11665); float clampResult29_g11665 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11665 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11665 = temp_output_3_0_g11664; float temp_output_39_0_g11665 = ( temp_output_1_0_g11665.y + _WindFlip ); float3 appendResult43_g11665 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11665 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11665 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11665 ))); float3 rotatedValue19_g11665 = RotateAroundAxis( appendResult43_g11665, float3( ( appendResult27_g11665 + temp_output_1_0_g11665 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11665 * temp_output_39_0_g11665 ) ); float2 staticSwitch4_g11664 = (rotatedValue19_g11665).xy; #else float2 staticSwitch4_g11664 = temp_output_3_0_g11664; #endif float2 texCoord435 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _PIXELPERFECTSPACE_ON float2 temp_output_432_0 = (_MainTex_TexelSize).zw; float2 staticSwitch437 = ( floor( ( texCoord435 * temp_output_432_0 ) ) / temp_output_432_0 ); #else float2 staticSwitch437 = texCoord435; #endif float2 temp_output_61_0_g11663 = staticSwitch437; float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float2 texCoord23_g11663 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11663 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11663 = temp_output_61_0_g11663; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11663 = (IN.ase_texcoord3.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11663 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11663 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11663 = ( texCoord23_g11663 * ( appendResult28_g11663 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11663 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11663 = ( temp_output_61_0_g11663 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11663; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11666 = shaderPosition235; float linValue16_g11667 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11666 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float linValue16_g11668 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11666 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11668 = MyCustomExpression16_g11668( linValue16_g11668 ); float2 appendResult189_g11666 = (float2(( localMyCustomExpression16_g11667 - 0.5 ) , ( localMyCustomExpression16_g11668 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11664 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11666 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11664; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11669 = shaderPosition235; float linValue16_g11671 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11671 = MyCustomExpression16_g11671( linValue16_g11671 ); float3 rotatedValue168_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11671 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * PI ) ); float3 rotatedValue136_g11669 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11669 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11669 = rotatedValue136_g11669; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11669 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float clampResult154_g11669 = clamp( ( ( break130_g11669.x + break130_g11669.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11670 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11669).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_8_0_g11674 = ( ( ( shaderTime237 * _HologramDistortionSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ); float2 temp_cast_4 = (temp_output_8_0_g11674).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float clampResult75_g11674 = clamp( localMyCustomExpression16_g11676 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11674).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11677 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11677 = MyCustomExpression16_g11677( linValue16_g11677 ); float2 appendResult2_g11675 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11674 = (float2(( ( ( clampResult75_g11674 * ( localMyCustomExpression16_g11677 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11675 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11674 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11672 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11672; float linValue16_g11718 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11718 = MyCustomExpression16_g11718( linValue16_g11718 ); float linValue16_g11673 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11672 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11673 = MyCustomExpression16_g11673( linValue16_g11673 ); float glitchFade152 = ( max( localMyCustomExpression16_g11673 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11718 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11719 = staticSwitch62; float2 temp_output_26_0_g11719 = shaderPosition235; float temp_output_25_0_g11719 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11729 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11719 + ( _UVDistortSpeed * temp_output_25_0_g11719 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11729 = MyCustomExpression16_g11729( linValue16_g11729 ); float2 lerpResult21_g11726 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11729); float2 appendResult2_g11728 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.ase_texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11727 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11726 = ( _UVDistortFade * ( tex2DNode3_g11727.r * tex2DNode3_g11727.a ) ); #else float staticSwitch29_g11726 = _UVDistortFade; #endif float2 staticSwitch5_g11719 = ( temp_output_1_0_g11719 + ( lerpResult21_g11726 * ( 100.0 / appendResult2_g11728 ) * staticSwitch29_g11726 ) ); #else float2 staticSwitch5_g11719 = temp_output_1_0_g11719; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11725 = staticSwitch5_g11719; float2 staticSwitch7_g11719 = ( temp_output_1_0_g11725 + ( ( temp_output_1_0_g11725 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11725 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11719 = staticSwitch5_g11719; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11724 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11719 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11719 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11719 = (rotatedValue36_g11724).xy; #else float2 staticSwitch9_g11719 = staticSwitch7_g11719; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11723 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11719 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11719 * _UVRotateSpeed * PI ) ); float2 staticSwitch16_g11719 = (rotatedValue8_g11723).xy; #else float2 staticSwitch16_g11719 = staticSwitch9_g11719; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11719 = ( ( _UVScrollSpeed * temp_output_25_0_g11719 ) + staticSwitch16_g11719 ); #else float2 staticSwitch14_g11719 = staticSwitch16_g11719; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11721 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11721 = ( ( _PixelatePixelDensity * ( appendResult35_g11721 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11721 = clamp( ( floor( ( MultFactor30_g11721 * ( staticSwitch14_g11719 + ( float2( 0.5,0.5 ) / MultFactor30_g11721 ) ) ) ) / MultFactor30_g11721 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11719 = clampResult46_g11721; #else float2 staticSwitch4_g11719 = staticSwitch14_g11719; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11719 = ( ( ( staticSwitch4_g11719 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11719 = staticSwitch4_g11719; #endif float2 temp_output_1_0_g11730 = staticSwitch24_g11719; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11730 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11719.y + ( _WiggleSpeed * temp_output_25_0_g11719 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11730 = ( temp_output_7_0_g11730 * temp_output_1_0_g11730.y ); #else float staticSwitch18_g11730 = temp_output_7_0_g11730; #endif float2 appendResult12_g11730 = (float2(staticSwitch18_g11730 , 0.0)); float2 staticSwitch13_g11730 = ( temp_output_1_0_g11730 + appendResult12_g11730 ); #else float2 staticSwitch13_g11730 = temp_output_1_0_g11730; #endif float2 temp_output_484_0 = staticSwitch13_g11730; float2 texCoord131 = IN.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.ase_texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11712 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11715 = max( _FadingWidth , 0.001 ); float linValue16_g11716 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11716 = MyCustomExpression16_g11716( linValue16_g11716 ); float clampResult14_g11715 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11715 ) ) - localMyCustomExpression16_g11716 ) / temp_output_4_0_g11715 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11713 = shaderPosition235; float linValue16_g11714 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11713 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11714 = MyCustomExpression16_g11714( linValue16_g11714 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11713 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11713 ) + ( localMyCustomExpression16_g11714 * _FadingNoiseFactor ) ) ) / max( _FadingWidth , 0.001 ) ) , 0.0 , 1.0 ); #endif #if defined(_SHADERFADING_NONE) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_FULL) float staticSwitch139 = _FadingFade; #elif defined(_SHADERFADING_MASK) float staticSwitch139 = ( _FadingFade * ( tex2DNode3_g11712.r * tex2DNode3_g11712.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11715; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11713; #else float staticSwitch139 = _FadingFade; #endif float fullFade123 = staticSwitch139; float2 lerpResult130 = lerp( texCoord131 , temp_output_484_0 , fullFade123); #if defined(_SHADERFADING_NONE) float2 staticSwitch145 = temp_output_484_0; #elif defined(_SHADERFADING_FULL) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_MASK) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_DISSOLVE) float2 staticSwitch145 = lerpResult130; #elif defined(_SHADERFADING_SPREAD) float2 staticSwitch145 = lerpResult130; #else float2 staticSwitch145 = temp_output_484_0; #endif #ifdef _TILINGFIX_ON float2 staticSwitch485 = ( ( ( staticSwitch145 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); #else float2 staticSwitch485 = staticSwitch145; #endif #ifdef _SPRITESHEETFIX_ON float2 break14_g11731 = staticSwitch485; float2 break11_g11731 = float2( 0,0 ); float2 break10_g11731 = float2( 1,1 ); float2 break9_g11731 = spriteRectMin376; float2 break8_g11731 = spriteRectMax377; float2 appendResult15_g11731 = (float2((break9_g11731.x + (break14_g11731.x - break11_g11731.x) * (break8_g11731.x - break9_g11731.x) / (break10_g11731.x - break11_g11731.x)) , (break9_g11731.y + (break14_g11731.y - break11_g11731.y) * (break8_g11731.y - break9_g11731.y) / (break10_g11731.y - break11_g11731.y)))); float2 staticSwitch371 = min( max( appendResult15_g11731 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11732 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11732 ) ) / appendResult7_g11732 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11733 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11734 = _MainTex; float4 textureTexelSize3_g11734 = _MainTex_TexelSize; float2 uvs3_g11734 = temp_output_1_0_g11733; float4 localtexturePointSmooth3_g11734 = texturePointSmooth( tex3_g11734 , textureTexelSize3_g11734 , uvs3_g11734 ); float4 staticSwitch8_g11733 = localtexturePointSmooth3_g11734; #else float4 staticSwitch8_g11733 = tex2D( _MainTex, temp_output_1_0_g11733 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11735 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11745 = temp_output_10_0_g11735; float2 appendResult16_g11745 = (float2(temp_output_2_0_g11745 , 0.0)); float2 appendResult25_g11747 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11747 = ( appendResult16_g11745 * appendResult25_g11747 ); float2 temp_output_7_0_g11735 = temp_output_1_0_g11733; float2 temp_output_1_0_g11745 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11747 = temp_output_1_0_g11745; float2 appendResult17_g11745 = (float2(0.0 , temp_output_2_0_g11745)); float2 appendResult25_g11746 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11746 = ( appendResult17_g11745 * appendResult25_g11746 ); float2 temp_output_1_0_g11746 = temp_output_1_0_g11745; float temp_output_2_0_g11736 = temp_output_10_0_g11735; float2 appendResult16_g11736 = (float2(temp_output_2_0_g11736 , 0.0)); float2 appendResult25_g11738 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11738 = ( appendResult16_g11736 * appendResult25_g11738 ); float2 temp_output_1_0_g11736 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11738 = temp_output_1_0_g11736; float2 appendResult17_g11736 = (float2(0.0 , temp_output_2_0_g11736)); float2 appendResult25_g11737 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11737 = ( appendResult17_g11736 * appendResult25_g11737 ); float2 temp_output_1_0_g11737 = temp_output_1_0_g11736; float temp_output_2_0_g11742 = temp_output_10_0_g11735; float2 appendResult16_g11742 = (float2(temp_output_2_0_g11742 , 0.0)); float2 appendResult25_g11744 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11744 = ( appendResult16_g11742 * appendResult25_g11744 ); float2 temp_output_1_0_g11742 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11744 = temp_output_1_0_g11742; float2 appendResult17_g11742 = (float2(0.0 , temp_output_2_0_g11742)); float2 appendResult25_g11743 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11743 = ( appendResult17_g11742 * appendResult25_g11743 ); float2 temp_output_1_0_g11743 = temp_output_1_0_g11742; float temp_output_2_0_g11739 = temp_output_10_0_g11735; float2 appendResult16_g11739 = (float2(temp_output_2_0_g11739 , 0.0)); float2 appendResult25_g11741 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11741 = ( appendResult16_g11739 * appendResult25_g11741 ); float2 temp_output_1_0_g11739 = ( temp_output_7_0_g11735 + ( temp_output_10_0_g11735 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11741 = temp_output_1_0_g11739; float2 appendResult17_g11739 = (float2(0.0 , temp_output_2_0_g11739)); float2 appendResult25_g11740 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11740 = ( appendResult17_g11739 * appendResult25_g11740 ); float2 temp_output_1_0_g11740 = temp_output_1_0_g11739; float4 staticSwitch3_g11733 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11747 + temp_output_1_0_g11747 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11746 + temp_output_1_0_g11746 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11738 + temp_output_1_0_g11738 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11737 + temp_output_1_0_g11737 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11744 + temp_output_1_0_g11744 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11743 + temp_output_1_0_g11743 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11741 + temp_output_1_0_g11741 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11740 + temp_output_1_0_g11740 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11733 = staticSwitch8_g11733; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11748 = temp_output_1_0_g11733; float4 tex2DNode4_g11748 = tex2D( _MainTex, temp_output_1_0_g11748 ); float temp_output_2_0_g11749 = _SharpenOffset; float2 appendResult16_g11749 = (float2(temp_output_2_0_g11749 , 0.0)); float2 appendResult25_g11751 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11751 = ( appendResult16_g11749 * appendResult25_g11751 ); float2 temp_output_1_0_g11749 = temp_output_1_0_g11748; float2 temp_output_1_0_g11751 = temp_output_1_0_g11749; float2 appendResult17_g11749 = (float2(0.0 , temp_output_2_0_g11749)); float2 appendResult25_g11750 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11750 = ( appendResult17_g11749 * appendResult25_g11750 ); float2 temp_output_1_0_g11750 = temp_output_1_0_g11749; float4 break22_g11748 = ( tex2DNode4_g11748 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11751 + temp_output_1_0_g11751 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11750 + temp_output_1_0_g11750 ) ) ) ) / 4.0 ) - tex2DNode4_g11748 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11748 = clamp( break22_g11748.a , 0.0 , 1.0 ); float4 appendResult24_g11748 = (float4(break22_g11748.r , break22_g11748.g , break22_g11748.b , clampResult23_g11748)); float4 staticSwitch12_g11733 = appendResult24_g11748; #else float4 staticSwitch12_g11733 = staticSwitch3_g11733; #endif float4 temp_output_471_0 = staticSwitch12_g11733; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11752 = temp_output_471_0; float4 appendResult8_g11752 = (float4(( (temp_output_1_0_g11752).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11752.a)); float4 staticSwitch354 = appendResult8_g11752; #else float4 staticSwitch354 = temp_output_471_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11753 = originalColor191; float4 temp_output_1_0_g11754 = temp_output_1_0_g11753; float2 temp_output_7_0_g11753 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11754 = temp_output_7_0_g11753; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11755 = tex2D( _UberNoiseTexture, ( ( ( IN.ase_color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11754 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11755 = MyCustomExpression16_g11755( linValue16_g11755 ); float clampResult28_g11754 = clamp( ( ( ( localMyCustomExpression16_g11755 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.ase_color.a / 2.5 ) - distance( temp_output_43_0_g11754 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11754 = lerp( (temp_output_1_0_g11754).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11754 ) * _SmokeDarkEdge )); float4 appendResult31_g11754 = (float4(lerpResult34_g11754 , ( clampResult28_g11754 * _SmokeAlpha * temp_output_1_0_g11754.a ))); float4 staticSwitch2_g11753 = appendResult31_g11754; #else float4 staticSwitch2_g11753 = temp_output_1_0_g11753; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11756 = staticSwitch2_g11753; float2 temp_output_57_0_g11756 = temp_output_7_0_g11753; float4 tex2DNode3_g11756 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11756 ); float linValue16_g11757 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11756 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11757 = MyCustomExpression16_g11757( linValue16_g11757 ); float clampResult37_g11756 = clamp( ( ( ( IN.ase_color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11756.r + ( localMyCustomExpression16_g11757 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11756 = (float4((temp_output_1_0_g11756).rgb , ( temp_output_1_0_g11756.a * pow( clampResult37_g11756 , ( _CustomFadeSmoothness / max( tex2DNode3_g11756.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11753 = appendResult13_g11756; #else float4 staticSwitch3_g11753 = staticSwitch2_g11753; #endif float4 temp_output_1_0_g11758 = staticSwitch3_g11753; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11759 = temp_output_1_0_g11758; float2 appendResult4_g11759 = (float2(ase_worldPos.x , ase_worldPos.y)); float2 temp_output_44_0_g11759 = ( appendResult4_g11759 * _CheckerboardTiling * 0.5 ); float2 break12_g11759 = step( ( ceil( temp_output_44_0_g11759 ) - temp_output_44_0_g11759 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11759 = (float4(( (temp_output_1_0_g11759).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11759.x + break12_g11759.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11759.a)); float4 staticSwitch2_g11758 = appendResult42_g11759; #else float4 staticSwitch2_g11758 = temp_output_1_0_g11758; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11760 = finalUV146; float linValue16_g11761 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11760 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11761 = MyCustomExpression16_g11761( linValue16_g11761 ); float saferPower57_g11760 = abs( max( ( temp_output_75_0_g11760.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11760 = max( _FlameRadius , 0.01 ); float clampResult70_g11760 = clamp( ( ( ( localMyCustomExpression16_g11761 * pow( saferPower57_g11760 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11760 - distance( temp_output_75_0_g11760 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11760 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11760 = ( clampResult70_g11760 * _FlameBrightness ); float4 appendResult31_g11760 = (float4(temp_output_63_0_g11760 , temp_output_63_0_g11760 , temp_output_63_0_g11760 , clampResult70_g11760)); float4 staticSwitch6_g11758 = ( appendResult31_g11760 * staticSwitch2_g11758 ); #else float4 staticSwitch6_g11758 = staticSwitch2_g11758; #endif float4 temp_output_3_0_g11762 = staticSwitch6_g11758; float4 temp_output_1_0_g11794 = temp_output_3_0_g11762; float4 appendResult91_g11794 = (float4((temp_output_1_0_g11794).rgb , 1.0)); float2 temp_output_1_0_g11762 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g11794 = tex2D( _RecolorRGBTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch81_g11794 = appendResult91_g11794; #endif float3 break82_g11794 = (staticSwitch81_g11794).xyz; float temp_output_84_0_g11794 = max( ( break82_g11794.x + break82_g11794.y + break82_g11794.z ) , 0.001 ); float4 break71_g11794 = ( ( _RecolorRGBRedTint * ( break82_g11794.x / temp_output_84_0_g11794 ) ) + ( _RecolorRGBGreenTint * ( break82_g11794.y / temp_output_84_0_g11794 ) ) + ( ( break82_g11794.z / temp_output_84_0_g11794 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g11794 = (float3(break71_g11794.r , break71_g11794.g , break71_g11794.b)); float4 break2_g11795 = temp_output_1_0_g11794; float saferPower57_g11794 = abs( ( ( break2_g11795.x + break2_g11795.x + break2_g11795.y + break2_g11795.y + break2_g11795.y + break2_g11795.z ) / 6.0 ) ); float3 lerpResult26_g11794 = lerp( (temp_output_1_0_g11794).rgb , ( appendResult56_g11794 * pow( saferPower57_g11794 , ( max( break71_g11794.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g11794.w * _RecolorRGBFade )); float4 appendResult30_g11794 = (float4(lerpResult26_g11794 , temp_output_1_0_g11794.a)); float4 staticSwitch43_g11762 = appendResult30_g11794; #else float4 staticSwitch43_g11762 = temp_output_3_0_g11762; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g11792 = staticSwitch43_g11762; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g11792 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g11762 ); #else float4 staticSwitch62_g11792 = temp_output_1_0_g11792; #endif float3 hsvTorgb33_g11792 = RGBToHSV( staticSwitch62_g11792.rgb ); float temp_output_43_0_g11792 = ( ( hsvTorgb33_g11792.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g11792 = 0; if( temp_output_43_0_g11792 >= 0.8333333 ) ifLocalVar46_g11792 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g11792 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g11792 = 0; if( temp_output_43_0_g11792 <= 0.6666667 ) ifLocalVar44_g11792 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g11792 = ifLocalVar46_g11792; float4 ifLocalVar47_g11792 = 0; if( temp_output_43_0_g11792 <= 0.3333333 ) ifLocalVar47_g11792 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g11792 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g11792 = 0; if( temp_output_43_0_g11792 <= 0.1666667 ) ifLocalVar45_g11792 = _RecolorRGBYCPRedTint; else ifLocalVar45_g11792 = ifLocalVar47_g11792; float4 ifLocalVar35_g11792 = 0; if( temp_output_43_0_g11792 >= 0.5 ) ifLocalVar35_g11792 = ifLocalVar44_g11792; else ifLocalVar35_g11792 = ifLocalVar45_g11792; float4 break55_g11792 = ifLocalVar35_g11792; float3 appendResult56_g11792 = (float3(break55_g11792.r , break55_g11792.g , break55_g11792.b)); float4 break2_g11793 = temp_output_1_0_g11792; float saferPower57_g11792 = abs( ( ( break2_g11793.x + break2_g11793.x + break2_g11793.y + break2_g11793.y + break2_g11793.y + break2_g11793.z ) / 6.0 ) ); float3 lerpResult26_g11792 = lerp( (temp_output_1_0_g11792).rgb , ( appendResult56_g11792 * pow( saferPower57_g11792 , max( ( break55_g11792.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g11792.z * _RecolorRGBYCPFade )); float4 appendResult30_g11792 = (float4(lerpResult26_g11792 , temp_output_1_0_g11792.a)); float4 staticSwitch9_g11762 = appendResult30_g11792; #else float4 staticSwitch9_g11762 = staticSwitch43_g11762; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g11766 = staticSwitch9_g11762; float3 temp_output_2_0_g11766 = (temp_output_1_0_g11766).rgb; float3 In115_g11766 = temp_output_2_0_g11766; float3 From115_g11766 = (_ColorReplaceFromColor).rgb; float4 break2_g11767 = temp_output_1_0_g11766; float3 To115_g11766 = ( pow( ( ( break2_g11767.x + break2_g11767.x + break2_g11767.y + break2_g11767.y + break2_g11767.y + break2_g11767.z ) / 6.0 ) , max( _ColorReplaceContrast , 0.001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g11766 = _ColorReplaceSmoothness; float Range115_g11766 = _ColorReplaceRange; float3 localMyCustomExpression115_g11766 = MyCustomExpression115_g11766( In115_g11766 , From115_g11766 , To115_g11766 , Fuzziness115_g11766 , Range115_g11766 ); float3 lerpResult112_g11766 = lerp( temp_output_2_0_g11766 , localMyCustomExpression115_g11766 , _ColorReplaceFade); float4 appendResult4_g11766 = (float4(lerpResult112_g11766 , temp_output_1_0_g11766.a)); float4 staticSwitch29_g11762 = appendResult4_g11766; #else float4 staticSwitch29_g11762 = staticSwitch9_g11762; #endif float4 temp_output_1_0_g11779 = staticSwitch29_g11762; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g11779 = (temp_output_1_0_g11779).rgb; float3 lerpResult3_g11779 = lerp( temp_output_9_0_g11779 , ( 1.0 - temp_output_9_0_g11779 ) , _NegativeFade); float4 appendResult8_g11779 = (float4(lerpResult3_g11779 , temp_output_1_0_g11779.a)); float4 staticSwitch4_g11779 = appendResult8_g11779; #else float4 staticSwitch4_g11779 = temp_output_1_0_g11779; #endif float4 temp_output_57_0_g11762 = staticSwitch4_g11779; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g11802 = temp_output_57_0_g11762; float3 temp_cast_30 = (max( _Contrast , 0.001 )).xxx; float4 appendResult4_g11802 = (float4(pow( (temp_output_1_0_g11802).rgb , temp_cast_30 ) , temp_output_1_0_g11802.a)); float4 staticSwitch32_g11762 = appendResult4_g11802; #else float4 staticSwitch32_g11762 = temp_output_57_0_g11762; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g11777 = staticSwitch32_g11762; float4 appendResult6_g11777 = (float4(( (temp_output_2_0_g11777).rgb * _Brightness ) , temp_output_2_0_g11777.a)); float4 staticSwitch33_g11762 = appendResult6_g11777; #else float4 staticSwitch33_g11762 = staticSwitch32_g11762; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g11778 = staticSwitch33_g11762; float3 hsvTorgb1_g11778 = RGBToHSV( temp_output_2_0_g11778.rgb ); float3 hsvTorgb3_g11778 = HSVToRGB( float3(( hsvTorgb1_g11778.x + _Hue ),hsvTorgb1_g11778.y,hsvTorgb1_g11778.z) ); float4 appendResult8_g11778 = (float4(hsvTorgb3_g11778 , temp_output_2_0_g11778.a)); float4 staticSwitch36_g11762 = appendResult8_g11778; #else float4 staticSwitch36_g11762 = staticSwitch33_g11762; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g11796 = staticSwitch36_g11762; float4 break2_g11797 = temp_output_1_0_g11796; float temp_output_3_0_g11796 = ( ( break2_g11797.x + break2_g11797.x + break2_g11797.y + break2_g11797.y + break2_g11797.y + break2_g11797.z ) / 6.0 ); float clampResult25_g11796 = clamp( ( ( ( ( temp_output_3_0_g11796 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g11796 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g11796); float3 lerpResult11_g11796 = lerp( (temp_output_1_0_g11796).rgb , ( lerpResult6_g11796 * pow( temp_output_3_0_g11796 , max( _SplitToningContrast , 0.001 ) ) ) , _SplitToningFade); float4 appendResult18_g11796 = (float4(lerpResult11_g11796 , temp_output_1_0_g11796.a)); float4 staticSwitch30_g11762 = appendResult18_g11796; #else float4 staticSwitch30_g11762 = staticSwitch36_g11762; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g11774 = staticSwitch30_g11762; float3 temp_output_4_0_g11774 = (temp_output_1_0_g11774).rgb; float4 break12_g11774 = temp_output_1_0_g11774; float3 lerpResult7_g11774 = lerp( temp_output_4_0_g11774 , ( temp_output_4_0_g11774 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g11774.r , break12_g11774.g ) , break12_g11774.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g11774 = lerp( temp_output_4_0_g11774 , lerpResult7_g11774 , _BlackTintFade); float4 appendResult11_g11774 = (float4(lerpResult13_g11774 , break12_g11774.a)); float4 staticSwitch20_g11762 = appendResult11_g11774; #else float4 staticSwitch20_g11762 = staticSwitch30_g11762; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g11788 = staticSwitch20_g11762; float4 break2_g11790 = temp_output_1_0_g11788; float2 temp_output_65_0_g11788 = shaderPosition235; float linValue16_g11789 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g11788 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float clampResult53_g11788 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g11788 ) ) + ( localMyCustomExpression16_g11789 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g11788 = lerp( (temp_output_1_0_g11788).rgb , ( (_InkSpreadColor).rgb * pow( ( ( break2_g11790.x + break2_g11790.x + break2_g11790.y + break2_g11790.y + break2_g11790.y + break2_g11790.z ) / 6.0 ) , max( _InkSpreadContrast , 0.001 ) ) ) , ( _InkSpreadFade * clampResult53_g11788 )); float4 appendResult9_g11788 = (float4(lerpResult7_g11788 , (temp_output_1_0_g11788).a)); float4 staticSwitch17_g11762 = appendResult9_g11788; #else float4 staticSwitch17_g11762 = staticSwitch20_g11762; #endif float temp_output_39_0_g11762 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g11780 = staticSwitch17_g11762; float3 hsvTorgb15_g11780 = RGBToHSV( (temp_output_1_0_g11780).rgb ); float3 hsvTorgb19_g11780 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _ShiftHueSpeed ) + hsvTorgb15_g11780.x ),hsvTorgb15_g11780.y,hsvTorgb15_g11780.z) ); float4 appendResult6_g11780 = (float4(hsvTorgb19_g11780 , temp_output_1_0_g11780.a)); float4 staticSwitch19_g11762 = appendResult6_g11780; #else float4 staticSwitch19_g11762 = staticSwitch17_g11762; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g11784 = HSVToRGB( float3(( ( temp_output_39_0_g11762 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g11784 = staticSwitch19_g11762; float4 break2_g11786 = temp_output_1_0_g11784; float2 uv_AddHueMask = IN.ase_texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g11785 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g11784 = ( _AddHueFade * ( tex2DNode3_g11785.r * tex2DNode3_g11785.a ) ); #else float staticSwitch33_g11784 = _AddHueFade; #endif float4 appendResult6_g11784 = (float4(( ( hsvTorgb19_g11784 * pow( ( ( break2_g11786.x + break2_g11786.x + break2_g11786.y + break2_g11786.y + break2_g11786.y + break2_g11786.z ) / 6.0 ) , max( _AddHueContrast , 0.001 ) ) * staticSwitch33_g11784 ) + (temp_output_1_0_g11784).rgb ) , temp_output_1_0_g11784.a)); float4 staticSwitch23_g11762 = appendResult6_g11784; #else float4 staticSwitch23_g11762 = staticSwitch19_g11762; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g11781 = staticSwitch23_g11762; float4 break2_g11782 = temp_output_1_0_g11781; float3 temp_output_13_0_g11781 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.ase_texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g11781 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g11781 = ( (tex2DNode30_g11781).rgb * temp_output_13_0_g11781 * tex2DNode30_g11781.a ); #else float3 staticSwitch27_g11781 = temp_output_13_0_g11781; #endif float4 appendResult21_g11781 = (float4(( (temp_output_1_0_g11781).rgb + ( pow( ( ( break2_g11782.x + break2_g11782.x + break2_g11782.y + break2_g11782.y + break2_g11782.y + break2_g11782.z ) / 6.0 ) , max( _SineGlowContrast , 0.001 ) ) * staticSwitch27_g11781 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g11762 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g11781.a)); float4 staticSwitch28_g11762 = appendResult21_g11781; #else float4 staticSwitch28_g11762 = staticSwitch23_g11762; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g11769 = staticSwitch28_g11762; float4 break2_g11770 = temp_output_1_0_g11769; float3 temp_cast_46 = (( ( break2_g11770.x + break2_g11770.x + break2_g11770.y + break2_g11770.y + break2_g11770.y + break2_g11770.z ) / 6.0 )).xxx; float3 lerpResult5_g11769 = lerp( temp_cast_46 , (temp_output_1_0_g11769).rgb , _Saturation); float4 appendResult8_g11769 = (float4(lerpResult5_g11769 , temp_output_1_0_g11769.a)); float4 staticSwitch38_g11762 = appendResult8_g11769; #else float4 staticSwitch38_g11762 = staticSwitch28_g11762; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g11771 = staticSwitch38_g11762; float3 temp_output_82_0_g11771 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g11771 = temp_output_1_0_g11762; float temp_output_179_0_g11771 = temp_output_39_0_g11762; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g11771 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g11771 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g11771 ) ) )).rgb * temp_output_82_0_g11771 ); #else float3 staticSwitch187_g11771 = temp_output_82_0_g11771; #endif float linValue16_g11773 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g11771 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g11771 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g11771 = ( ( localMyCustomExpression16_g11773 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g11771 = float2( 0,0 ); #endif float2 temp_output_131_0_g11771 = ( staticSwitch169_g11771 + temp_output_7_0_g11771 ); float2 appendResult2_g11772 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11771 = ( 100.0 / appendResult2_g11772 ); float temp_output_178_0_g11771 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11771 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11771 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11771 ) ) ).a ) ) ); float3 lerpResult176_g11771 = lerp( (temp_output_15_0_g11771).rgb , staticSwitch187_g11771 , temp_output_178_0_g11771); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g11771 = ( temp_output_178_0_g11771 * temp_output_15_0_g11771.a ); #else float staticSwitch188_g11771 = temp_output_15_0_g11771.a; #endif float4 appendResult177_g11771 = (float4(lerpResult176_g11771 , staticSwitch188_g11771)); float4 staticSwitch12_g11762 = appendResult177_g11771; #else float4 staticSwitch12_g11762 = staticSwitch38_g11762; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g11799 = staticSwitch12_g11762; float3 temp_output_82_0_g11799 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g11799 = temp_output_1_0_g11762; float temp_output_186_0_g11799 = temp_output_39_0_g11762; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11799 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g11799 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g11799 ) ) )).rgb * temp_output_82_0_g11799 ); #else float3 staticSwitch199_g11799 = temp_output_82_0_g11799; #endif float temp_output_182_0_g11799 = ( ( 1.0 - temp_output_15_0_g11799.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11799 = 1.0; #else float staticSwitch203_g11799 = temp_output_182_0_g11799; #endif float3 lerpResult178_g11799 = lerp( (temp_output_15_0_g11799).rgb , staticSwitch199_g11799 , staticSwitch203_g11799); float3 lerpResult170_g11799 = lerp( lerpResult178_g11799 , staticSwitch199_g11799 , staticSwitch203_g11799); float linValue16_g11800 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g11799 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g11799 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g11800 = MyCustomExpression16_g11800( linValue16_g11800 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g11799 = ( ( localMyCustomExpression16_g11800 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g11799 = float2( 0,0 ); #endif float2 temp_output_131_0_g11799 = ( staticSwitch157_g11799 + temp_output_7_0_g11799 ); float2 appendResult2_g11801 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g11799 = ( 100.0 / appendResult2_g11801 ); float lerpResult168_g11799 = lerp( temp_output_15_0_g11799.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g11799 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g11799 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g11799 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11799 = ( temp_output_182_0_g11799 * lerpResult168_g11799 ); #else float staticSwitch200_g11799 = lerpResult168_g11799; #endif float4 appendResult174_g11799 = (float4(lerpResult170_g11799 , staticSwitch200_g11799)); float4 staticSwitch13_g11762 = appendResult174_g11799; #else float4 staticSwitch13_g11762 = staticSwitch12_g11762; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g11776 = staticSwitch13_g11762; float3 temp_output_82_0_g11776 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g11776 = temp_output_1_0_g11762; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g11776 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g11776 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g11762 ) ) )).rgb * temp_output_82_0_g11776 ); #else float3 staticSwitch199_g11776 = temp_output_82_0_g11776; #endif float temp_output_182_0_g11776 = ( ( 1.0 - temp_output_15_0_g11776.a ) * min( ( _PixelOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g11776 = 1.0; #else float staticSwitch203_g11776 = temp_output_182_0_g11776; #endif float3 lerpResult178_g11776 = lerp( (temp_output_15_0_g11776).rgb , staticSwitch199_g11776 , staticSwitch203_g11776); float3 lerpResult170_g11776 = lerp( lerpResult178_g11776 , staticSwitch199_g11776 , staticSwitch203_g11776); float2 appendResult206_g11776 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g11776 = ( float2( 1,1 ) / appendResult206_g11776 ); float lerpResult168_g11776 = lerp( temp_output_15_0_g11776.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g11776 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g11776 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g11776 ) ) ).a ) * 3.0 ) , 1.0 ) , _PixelOutlineFade); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g11776 = ( temp_output_182_0_g11776 * lerpResult168_g11776 ); #else float staticSwitch200_g11776 = lerpResult168_g11776; #endif float4 appendResult174_g11776 = (float4(lerpResult170_g11776 , staticSwitch200_g11776)); float4 staticSwitch48_g11762 = appendResult174_g11776; #else float4 staticSwitch48_g11762 = staticSwitch13_g11762; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g11763 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g11762 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g11763 = staticSwitch48_g11762; float4 break2_g11764 = temp_output_5_0_g11763; float4 appendResult12_g11763 = (float4(( ( lerpResult15_g11763 * _PingPongGlowFade * pow( ( ( break2_g11764.x + break2_g11764.x + break2_g11764.y + break2_g11764.y + break2_g11764.y + break2_g11764.z ) / 6.0 ) , max( _PingPongGlowContrast , 0.001 ) ) ) + (temp_output_5_0_g11763).rgb ) , temp_output_5_0_g11763.a)); float4 staticSwitch46_g11762 = appendResult12_g11763; #else float4 staticSwitch46_g11762 = staticSwitch48_g11762; #endif float4 temp_output_361_0 = staticSwitch46_g11762; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g11804 = temp_output_361_0; float4 break2_g11805 = temp_output_1_0_g11804; float4 appendResult22_g11804 = (float4(( (_HologramTint).rgb * pow( ( ( break2_g11805.x + break2_g11805.x + break2_g11805.y + break2_g11805.y + break2_g11805.y + break2_g11805.z ) / 6.0 ) , max( _HologramContrast , 0.001 ) ) ) , ( max( pow( abs( sin( ( ( ( ( shaderTime237 * _HologramLineSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ) * _HologramLineFrequency ) ) ) , _HologramLineGap ) , _HologramMinAlpha ) * temp_output_1_0_g11804.a ))); float4 lerpResult37_g11804 = lerp( temp_output_1_0_g11804 , appendResult22_g11804 , hologramFade182); float4 staticSwitch56 = lerpResult37_g11804; #else float4 staticSwitch56 = temp_output_361_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g11807 = staticSwitch56; float4 break2_g11809 = temp_output_1_0_g11807; float temp_output_34_0_g11807 = shaderTime237; float linValue16_g11808 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g11807 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g11808 = MyCustomExpression16_g11808( linValue16_g11808 ); float3 hsvTorgb3_g11810 = HSVToRGB( float3(( localMyCustomExpression16_g11808 + ( temp_output_34_0_g11807 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g11807 = lerp( (temp_output_1_0_g11807).rgb , ( ( ( break2_g11809.x + break2_g11809.x + break2_g11809.y + break2_g11809.y + break2_g11809.y + break2_g11809.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g11810 ) , glitchFade152); float4 appendResult27_g11807 = (float4(lerpResult23_g11807 , temp_output_1_0_g11807.a)); float4 staticSwitch57 = appendResult27_g11807; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g11811 = staticSwitch57; float4 temp_output_1_0_g11841 = temp_output_3_0_g11811; float2 temp_output_41_0_g11811 = shaderPosition235; float2 temp_output_99_0_g11841 = temp_output_41_0_g11811; float temp_output_40_0_g11811 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g11846 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g11811 * _CamouflageDistortionSpeed ) + temp_output_99_0_g11841 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g11846 = MyCustomExpression16_g11846( linValue16_g11846 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g11841 = ( ( ( localMyCustomExpression16_g11846 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g11841 ); #else float2 staticSwitch101_g11841 = temp_output_99_0_g11841; #endif float linValue16_g11843 = tex2D( _UberNoiseTexture, ( staticSwitch101_g11841 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g11843 = MyCustomExpression16_g11843( linValue16_g11843 ); float clampResult52_g11841 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g11843 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g11841 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g11841 ) , clampResult52_g11841); float linValue16_g11845 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g11841 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g11845 = MyCustomExpression16_g11845( linValue16_g11845 ); float clampResult65_g11841 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g11845 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g11841 = lerp( lerpResult55_g11841 , ( _CamouflageColorB * clampResult65_g11841 ) , clampResult65_g11841); float4 break2_g11844 = temp_output_1_0_g11841; float3 lerpResult4_g11841 = lerp( (temp_output_1_0_g11841).rgb , ( (lerpResult68_g11841).rgb * pow( ( ( break2_g11844.x + break2_g11844.x + break2_g11844.y + break2_g11844.y + break2_g11844.y + break2_g11844.z ) / 6.0 ) , max( _CamouflageContrast , 0.001 ) ) ) , _CamouflageFade); float4 appendResult7_g11841 = (float4(lerpResult4_g11841 , temp_output_1_0_g11841.a)); float4 staticSwitch26_g11811 = appendResult7_g11841; #else float4 staticSwitch26_g11811 = temp_output_3_0_g11811; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g11834 = staticSwitch26_g11811; float temp_output_59_0_g11834 = temp_output_40_0_g11811; float2 temp_output_58_0_g11834 = temp_output_41_0_g11811; float linValue16_g11835 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g11834 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g11834 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g11835 = MyCustomExpression16_g11835( linValue16_g11835 ); float linValue16_g11837 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11835 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g11834 * _MetalNoiseSpeed ) + temp_output_58_0_g11834 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g11837 = MyCustomExpression16_g11837( linValue16_g11837 ); float4 break2_g11836 = temp_output_1_0_g11834; float temp_output_5_0_g11834 = ( ( break2_g11836.x + break2_g11836.x + break2_g11836.y + break2_g11836.y + break2_g11836.y + break2_g11836.z ) / 6.0 ); float2 uv_MetalMask = IN.ase_texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g11839 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g11834 = ( _MetalFade * ( tex2DNode3_g11839.r * tex2DNode3_g11839.a ) ); #else float staticSwitch60_g11834 = _MetalFade; #endif float4 lerpResult45_g11834 = lerp( temp_output_1_0_g11834 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g11837 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( temp_output_5_0_g11834 , max( _MetalHighlightContrast , 0.001 ) ) ) + ( pow( temp_output_5_0_g11834 , max( _MetalContrast , 0.001 ) ) * _MetalColor ) ) , staticSwitch60_g11834); float4 appendResult8_g11834 = (float4((lerpResult45_g11834).rgb , (temp_output_1_0_g11834).a)); float4 staticSwitch28_g11811 = appendResult8_g11834; #else float4 staticSwitch28_g11811 = staticSwitch26_g11811; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g11826 = staticSwitch28_g11811; float4 break2_g11827 = temp_output_1_0_g11826; float temp_output_7_0_g11826 = ( ( break2_g11827.x + break2_g11827.x + break2_g11827.y + break2_g11827.y + break2_g11827.y + break2_g11827.z ) / 6.0 ); float2 temp_output_72_0_g11826 = temp_output_41_0_g11811; float linValue16_g11828 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11826 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g11828 = MyCustomExpression16_g11828( linValue16_g11828 ); float temp_output_73_0_g11826 = temp_output_40_0_g11811; float linValue16_g11830 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g11826 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g11826 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g11830 = MyCustomExpression16_g11830( linValue16_g11830 ); float linValue16_g11831 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11830 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g11826 * _FrozenHighlightSpeed ) + temp_output_72_0_g11826 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g11831 = MyCustomExpression16_g11831( linValue16_g11831 ); float3 lerpResult57_g11826 = lerp( (temp_output_1_0_g11826).rgb , ( ( pow( temp_output_7_0_g11826 , max( _FrozenContrast , 0.001 ) ) * (_FrozenTint).rgb ) + ( pow( temp_output_7_0_g11826 , max( _FrozenSnowContrast , 0.001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g11828 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g11831 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( temp_output_7_0_g11826 , max( _FrozenHighlightContrast , 0.001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g11826 = (float4(lerpResult57_g11826 , temp_output_1_0_g11826.a)); float4 staticSwitch29_g11811 = appendResult26_g11826; #else float4 staticSwitch29_g11811 = staticSwitch28_g11811; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g11820 = staticSwitch29_g11811; float3 temp_output_28_0_g11820 = (temp_output_1_0_g11820).rgb; float4 break2_g11824 = float4( temp_output_28_0_g11820 , 0.0 ); float2 temp_output_72_0_g11820 = temp_output_41_0_g11811; float linValue16_g11823 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g11823 = MyCustomExpression16_g11823( linValue16_g11823 ); float linValue16_g11821 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g11823 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g11820 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g11821 = MyCustomExpression16_g11821( linValue16_g11821 ); float clampResult68_g11820 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g11821 ) , 0.0 , 1.0 ); float linValue16_g11822 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g11820 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g11822 = MyCustomExpression16_g11822( linValue16_g11822 ); float temp_output_15_0_g11820 = ( ( ( _BurnRadius - distance( temp_output_72_0_g11820 , _BurnPosition ) ) + ( localMyCustomExpression16_g11822 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g11820 = clamp( temp_output_15_0_g11820 , 0.0 , 1.0 ); float3 lerpResult29_g11820 = lerp( temp_output_28_0_g11820 , ( pow( ( ( break2_g11824.x + break2_g11824.x + break2_g11824.y + break2_g11824.y + break2_g11824.y + break2_g11824.z ) / 6.0 ) , max( _BurnInsideContrast , 0.001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g11820 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g11820); float3 lerpResult40_g11820 = lerp( temp_output_28_0_g11820 , ( lerpResult29_g11820 + ( ( step( temp_output_15_0_g11820 , 1.0 ) * step( 0.0 , temp_output_15_0_g11820 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g11820 = (float4(lerpResult40_g11820 , temp_output_1_0_g11820.a)); float4 staticSwitch32_g11811 = appendResult43_g11820; #else float4 staticSwitch32_g11811 = staticSwitch29_g11811; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g11816 = temp_output_41_0_g11811; float linValue16_g11817 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g11816 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g11817 = MyCustomExpression16_g11817( linValue16_g11817 ); float3 hsvTorgb3_g11819 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g11816 , _RainbowCenter ) + ( localMyCustomExpression16_g11817 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g11811 ) ),1.0,1.0) ); float3 hsvTorgb36_g11816 = RGBToHSV( hsvTorgb3_g11819 ); float3 hsvTorgb37_g11816 = HSVToRGB( float3(hsvTorgb36_g11816.x,_RainbowSaturation,( hsvTorgb36_g11816.z * _RainbowBrightness )) ); float4 temp_output_1_0_g11816 = staticSwitch32_g11811; float4 break2_g11818 = temp_output_1_0_g11816; float saferPower24_g11816 = abs( ( ( break2_g11818.x + break2_g11818.x + break2_g11818.y + break2_g11818.y + break2_g11818.y + break2_g11818.z ) / 6.0 ) ); float4 appendResult29_g11816 = (float4(( ( hsvTorgb37_g11816 * pow( saferPower24_g11816 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g11816).rgb ) , temp_output_1_0_g11816.a)); float4 staticSwitch34_g11811 = appendResult29_g11816; #else float4 staticSwitch34_g11811 = staticSwitch32_g11811; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g11812 = staticSwitch34_g11811; float3 temp_output_57_0_g11812 = (temp_output_1_0_g11812).rgb; float4 break2_g11814 = temp_output_1_0_g11812; float3 temp_cast_69 = (( ( break2_g11814.x + break2_g11814.x + break2_g11814.y + break2_g11814.y + break2_g11814.y + break2_g11814.z ) / 6.0 )).xxx; float3 lerpResult92_g11812 = lerp( temp_cast_69 , temp_output_57_0_g11812 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.001 )).xxx; float3 rotatedValue69_g11812 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g11811 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * PI ) ); float temp_output_103_0_g11812 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g11812 = clamp( ( ( ( sin( ( rotatedValue69_g11812.x - ( temp_output_40_0_g11811 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g11812 ) ) / temp_output_103_0_g11812 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.ase_texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g11813 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g11812 = ( _ShineFade * ( tex2DNode3_g11813.r * tex2DNode3_g11813.a ) ); #else float staticSwitch98_g11812 = _ShineFade; #endif float4 appendResult8_g11812 = (float4(( temp_output_57_0_g11812 + ( ( pow( lerpResult92_g11812 , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g11812 * staticSwitch98_g11812 ) ) , (temp_output_1_0_g11812).a)); float4 staticSwitch36_g11811 = appendResult8_g11812; #else float4 staticSwitch36_g11811 = staticSwitch34_g11811; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g11847 = temp_output_40_0_g11811; float linValue16_g11849 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g11847 * _PoisonNoiseSpeed ) + temp_output_41_0_g11811 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g11849 = MyCustomExpression16_g11849( linValue16_g11849 ); float3 temp_output_24_0_g11847 = (_PoisonColor).rgb; float4 temp_output_1_0_g11847 = staticSwitch36_g11811; float3 temp_output_28_0_g11847 = (temp_output_1_0_g11847).rgb; float4 break2_g11848 = float4( temp_output_28_0_g11847 , 0.0 ); float3 lerpResult32_g11847 = lerp( temp_output_28_0_g11847 , ( temp_output_24_0_g11847 * ( ( break2_g11848.x + break2_g11848.x + break2_g11848.y + break2_g11848.y + break2_g11848.y + break2_g11848.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g11847 = (float4(( ( max( pow( abs( ( ( ( localMyCustomExpression16_g11849 + ( temp_output_41_0_g11847 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , max( _PoisonDensity , 0.001 ) ) , 0.0 ) * temp_output_24_0_g11847 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g11847 ) , temp_output_1_0_g11847.a)); float4 staticSwitch39_g11811 = appendResult27_g11847; #else float4 staticSwitch39_g11811 = staticSwitch36_g11811; #endif float4 temp_output_10_0_g11851 = staticSwitch39_g11811; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g11851 = (temp_output_10_0_g11851).rgb; float2 temp_output_2_0_g11851 = temp_output_41_0_g11811; float temp_output_1_0_g11851 = temp_output_40_0_g11811; float2 temp_output_6_0_g11851 = ( temp_output_1_0_g11851 * _EnchantedSpeed ); float linValue16_g11854 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g11851 - ( ( temp_output_6_0_g11851 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11854 = MyCustomExpression16_g11854( linValue16_g11854 ); float linValue16_g11852 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g11851 + temp_output_2_0_g11851 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g11852 = MyCustomExpression16_g11852( linValue16_g11852 ); float temp_output_36_0_g11851 = ( localMyCustomExpression16_g11854 + localMyCustomExpression16_g11852 ); float temp_output_43_0_g11851 = ( temp_output_36_0_g11851 * 0.5 ); float3 lerpResult42_g11851 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g11851); float3 hsvTorgb53_g11851 = HSVToRGB( float3(( ( temp_output_43_0_g11851 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g11851 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g11851 = hsvTorgb53_g11851; #else float3 staticSwitch50_g11851 = lerpResult42_g11851; #endif float4 break2_g11853 = temp_output_10_0_g11851; float3 temp_output_40_0_g11851 = ( staticSwitch50_g11851 * pow( ( ( break2_g11853.x + break2_g11853.x + break2_g11853.y + break2_g11853.y + break2_g11853.y + break2_g11853.z ) / 6.0 ) , max( _EnchantedContrast , 0.001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g11851 = ( max( ( temp_output_36_0_g11851 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g11851 = lerp( temp_output_12_0_g11851 , temp_output_40_0_g11851 , temp_output_45_0_g11851); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g11851 = lerpResult44_g11851; #else float3 staticSwitch47_g11851 = ( temp_output_12_0_g11851 + ( temp_output_40_0_g11851 * temp_output_45_0_g11851 ) ); #endif float4 appendResult19_g11851 = (float4(staticSwitch47_g11851 , temp_output_10_0_g11851.a)); float4 staticSwitch11_g11851 = appendResult19_g11851; #else float4 staticSwitch11_g11851 = temp_output_10_0_g11851; #endif float4 temp_output_1_0_g11856 = staticSwitch11_g11851; #ifdef _ENABLESHIFTING_ON float4 break5_g11856 = temp_output_1_0_g11856; float3 appendResult32_g11856 = (float3(break5_g11856.r , break5_g11856.g , break5_g11856.b)); float4 break2_g11857 = temp_output_1_0_g11856; float temp_output_4_0_g11856 = ( ( break2_g11857.x + break2_g11857.x + break2_g11857.y + break2_g11857.y + break2_g11857.y + break2_g11857.z ) / 6.0 ); float temp_output_11_0_g11856 = ( ( ( temp_output_4_0_g11856 + ( temp_output_40_0_g11811 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g11856 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g11856 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g11856 = HSVToRGB( float3(temp_output_11_0_g11856,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g11856 = hsvTorgb12_g11856; #else float3 staticSwitch26_g11856 = ( lerpResult20_g11856 * _ShiftingBrightness ); #endif float3 lerpResult31_g11856 = lerp( appendResult32_g11856 , ( staticSwitch26_g11856 * pow( temp_output_4_0_g11856 , max( _ShiftingContrast , 0.001 ) ) ) , _ShiftingFade); float4 appendResult6_g11856 = (float4(lerpResult31_g11856 , break5_g11856.a)); float4 staticSwitch33_g11856 = appendResult6_g11856; #else float4 staticSwitch33_g11856 = temp_output_1_0_g11856; #endif float4 temp_output_5_0_g11863 = staticSwitch33_g11856; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g11863 = temp_output_5_0_g11863; float3 appendResult11_g11863 = (float3(break6_g11863.r , break6_g11863.g , break6_g11863.b)); float temp_output_27_0_g11863 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g11863 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g11863 ) ); #else float2 staticSwitch73_g11863 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g11863 = ( ( _TextureLayer1Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11863 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g11864 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11863 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_79 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11864 = _TextureLayer1Columns; int Height10_g11864 = _TextureLayer1Rows; float Tile10_g11864 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g11863 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g11864 = float2( 0,1 ); float2 localMyCustomExpression10_g11864 = MyCustomExpression10_g11864( UV10_g11864 , Width10_g11864 , Height10_g11864 , Tile10_g11864 , Invert10_g11864 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g11863 = localMyCustomExpression10_g11864; #else float2 staticSwitch20_g11863 = temp_output_72_0_g11863; #endif float4 tex2DNode3_g11863 = tex2D( _TextureLayer1Texture, staticSwitch20_g11863 ); float3 appendResult13_g11863 = (float3(tex2DNode3_g11863.r , tex2DNode3_g11863.g , tex2DNode3_g11863.b)); float3 appendResult18_g11863 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g11863 = ( appendResult13_g11863 * appendResult18_g11863 ); float4 break2_g11865 = temp_output_5_0_g11863; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g11863 = ( pow( ( ( break2_g11865.x + break2_g11865.x + break2_g11865.y + break2_g11865.y + break2_g11865.y + break2_g11865.z ) / 6.0 ) , max( _TextureLayer1Contrast , 0.001 ) ) * temp_output_16_0_g11863 ); #else float3 staticSwitch80_g11863 = temp_output_16_0_g11863; #endif float3 lerpResult12_g11863 = lerp( appendResult11_g11863 , staticSwitch80_g11863 , ( tex2DNode3_g11863.a * _TextureLayer1Fade )); float4 appendResult14_g11863 = (float4(lerpResult12_g11863 , break6_g11863.a)); float4 staticSwitch15_g11863 = appendResult14_g11863; #else float4 staticSwitch15_g11863 = temp_output_5_0_g11863; #endif float4 temp_output_5_0_g11859 = staticSwitch15_g11863; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g11859 = temp_output_5_0_g11859; float3 appendResult11_g11859 = (float3(break6_g11859.r , break6_g11859.g , break6_g11859.b)); float temp_output_27_0_g11859 = temp_output_40_0_g11811; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g11859 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g11859 ) ); #else float2 staticSwitch73_g11859 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g11859 = ( ( _TextureLayer2Scale * temp_output_41_0_g11811 ) - staticSwitch73_g11859 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g11860 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g11859 % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ) - float2( 0.5,0.5 ) ) * ( float2( 1,1 ) - temp_cast_82 ) ) + float2( 0.5,0.5 ) ) % float2( 1,1 ) ) + float2( 1,1 ) ) % float2( 1,1 ) ); int Width10_g11860 = _TextureLayer2Columns; int Height10_g11860 = _TextureLayer2Rows; float Tile10_g11860 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g11859 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g11860 = float2( 0,1 ); float2 localMyCustomExpression10_g11860 = MyCustomExpression10_g11860( UV10_g11860 , Width10_g11860 , Height10_g11860 , Tile10_g11860 , Invert10_g11860 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g11859 = localMyCustomExpression10_g11860; #else float2 staticSwitch20_g11859 = temp_output_72_0_g11859; #endif float4 tex2DNode3_g11859 = tex2D( _TextureLayer2Texture, staticSwitch20_g11859 ); float3 appendResult13_g11859 = (float3(tex2DNode3_g11859.r , tex2DNode3_g11859.g , tex2DNode3_g11859.b)); float3 appendResult18_g11859 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g11859 = ( appendResult13_g11859 * appendResult18_g11859 ); float4 break2_g11861 = temp_output_5_0_g11859; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g11859 = ( pow( ( ( break2_g11861.x + break2_g11861.x + break2_g11861.y + break2_g11861.y + break2_g11861.y + break2_g11861.z ) / 6.0 ) , max( _TextureLayer2Contrast , 0.001 ) ) * temp_output_16_0_g11859 ); #else float3 staticSwitch84_g11859 = temp_output_16_0_g11859; #endif float3 lerpResult12_g11859 = lerp( appendResult11_g11859 , staticSwitch84_g11859 , ( tex2DNode3_g11859.a * _TextureLayer2Fade )); float4 appendResult14_g11859 = (float4(lerpResult12_g11859 , break6_g11859.a)); float4 staticSwitch15_g11859 = appendResult14_g11859; #else float4 staticSwitch15_g11859 = temp_output_5_0_g11859; #endif float4 temp_output_473_0 = staticSwitch15_g11859; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g11867 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g11867 = (float4(break4_g11867.r , break4_g11867.g , break4_g11867.b , ( break4_g11867.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g11867; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g11868 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11669 ) ):( clampResult154_g11669 )); float4 appendResult5_g11868 = (float4(break4_g11868.r , break4_g11868.g , break4_g11868.b , ( break4_g11868.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g11868; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g11869 = staticSwitch75; float4 temp_output_1_0_g11870 = temp_output_1_0_g11869; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g11870 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g11869 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g11871 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11871 = MyCustomExpression16_g11871( linValue16_g11871 ); float clampResult17_g11870 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g11870 ) ) - localMyCustomExpression16_g11871 ) / temp_output_53_0_g11870 ) , 0.0 , 1.0 ); float4 appendResult3_g11870 = (float4((temp_output_1_0_g11870).rgb , ( temp_output_1_0_g11870.a * clampResult17_g11870 ))); float4 staticSwitch3_g11869 = appendResult3_g11870; #else float4 staticSwitch3_g11869 = temp_output_1_0_g11869; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g11879 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g11869 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11879 = MyCustomExpression16_g11879( linValue16_g11879 ); float temp_output_5_0_g11878 = localMyCustomExpression16_g11879; float temp_output_61_0_g11878 = step( temp_output_5_0_g11878 , _FullGlowDissolveFade ); float temp_output_53_0_g11878 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g11878 = staticSwitch3_g11869; float4 appendResult3_g11878 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g11878 - step( temp_output_5_0_g11878 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g11878 ) ) - temp_output_53_0_g11878 ) ) ) ) + (temp_output_1_0_g11878).rgb ) , ( temp_output_1_0_g11878.a * temp_output_61_0_g11878 ))); float4 staticSwitch5_g11869 = appendResult3_g11878; #else float4 staticSwitch5_g11869 = staticSwitch3_g11869; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g11880 = staticSwitch5_g11869; float2 temp_output_76_0_g11880 = temp_output_18_0_g11869; float linValue16_g11881 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g11880 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11881 = MyCustomExpression16_g11881( linValue16_g11881 ); float clampResult17_g11880 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g11880 ) + ( localMyCustomExpression16_g11881 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11880 = (float4((temp_output_1_0_g11880).rgb , ( temp_output_1_0_g11880.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g11880 ) ):( clampResult17_g11880 )) ))); float4 staticSwitch8_g11869 = appendResult3_g11880; #else float4 staticSwitch8_g11869 = staticSwitch5_g11869; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g11876 = temp_output_18_0_g11869; float linValue16_g11877 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g11876 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g11877 = MyCustomExpression16_g11877( linValue16_g11877 ); float temp_output_65_0_g11876 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g11876 ) + ( localMyCustomExpression16_g11877 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g11876 = step( temp_output_65_0_g11876 , _SourceGlowDissolveFade ); float temp_output_76_0_g11876 = step( temp_output_65_0_g11876 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g11876 = staticSwitch8_g11869; float4 appendResult3_g11876 = (float4(( ( max( ( temp_output_75_0_g11876 - temp_output_76_0_g11876 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g11876).rgb ) , ( temp_output_1_0_g11876.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g11876 ) ):( temp_output_75_0_g11876 )) ))); float4 staticSwitch9_g11869 = appendResult3_g11876; #else float4 staticSwitch9_g11869 = staticSwitch8_g11869; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g11872 = staticSwitch9_g11869; float2 temp_output_161_0_g11872 = temp_output_18_0_g11869; float3 rotatedValue136_g11872 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g11872 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11872 = rotatedValue136_g11872; float linValue16_g11873 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g11872 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g11873 = MyCustomExpression16_g11873( linValue16_g11873 ); float clampResult154_g11872 = clamp( ( ( break130_g11872.x + break130_g11872.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g11873 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g11872 = (float4((temp_output_1_0_g11872).rgb , ( temp_output_1_0_g11872.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g11872 ) ):( clampResult154_g11872 )) ))); float4 staticSwitch11_g11869 = appendResult3_g11872; #else float4 staticSwitch11_g11869 = staticSwitch9_g11869; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g11874 = temp_output_18_0_g11869; float3 rotatedValue136_g11874 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g11874 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * PI ) ); float3 break130_g11874 = rotatedValue136_g11874; float linValue16_g11875 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g11874 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g11875 = MyCustomExpression16_g11875( linValue16_g11875 ); float temp_output_168_0_g11874 = max( ( ( break130_g11874.x + break130_g11874.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g11875 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g11874 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ); float4 temp_output_1_0_g11874 = staticSwitch11_g11869; float clampResult154_g11874 = clamp( temp_output_161_0_g11874 , 0.0 , 1.0 ); float4 appendResult3_g11874 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g11874 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g11874 ) ):( temp_output_168_0_g11874 )) ) ) ) + (temp_output_1_0_g11874).rgb ) , ( temp_output_1_0_g11874.a * clampResult154_g11874 ))); float4 staticSwitch15_g11869 = appendResult3_g11874; #else float4 staticSwitch15_g11869 = staticSwitch11_g11869; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g11882 = staticSwitch15_g11869; float2 temp_output_126_0_g11882 = temp_output_18_0_g11869; float temp_output_121_0_g11882 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g11882 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g11883 = (float2(temp_output_121_0_g11882 , temp_output_121_0_g11882)); float temp_output_17_0_g11883 = length( ( (( ( abs( temp_output_126_0_g11882 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g11883 ) ); float clampResult17_g11882 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g11883 ) / fwidth( temp_output_17_0_g11883 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g11882 = (float4((temp_output_1_0_g11882).rgb , ( temp_output_1_0_g11882.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g11882 ) ):( clampResult17_g11882 )) ))); float4 staticSwitch13_g11869 = appendResult3_g11882; #else float4 staticSwitch13_g11869 = staticSwitch15_g11869; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g11885 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.ase_texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g11885 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g11885 = ( temp_output_3_0_g11885 * ( (tex2DNode19_g11885).rgb * tex2DNode19_g11885.a ) ); #else float3 staticSwitch16_g11885 = temp_output_3_0_g11885; #endif float4 temp_output_1_0_g11885 = staticSwitch13_g11869; float4 break2_g11887 = temp_output_1_0_g11885; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g11885 = ( staticSwitch16_g11885 * pow( ( ( break2_g11887.x + break2_g11887.x + break2_g11887.y + break2_g11887.y + break2_g11887.y + break2_g11887.z ) / 6.0 ) , max( _AddColorContrast , 0.001 ) ) ); #else float3 staticSwitch17_g11885 = staticSwitch16_g11885; #endif float4 appendResult6_g11885 = (float4(( ( staticSwitch17_g11885 * _AddColorFade ) + (temp_output_1_0_g11885).rgb ) , temp_output_1_0_g11885.a)); float4 staticSwitch5_g11884 = appendResult6_g11885; #else float4 staticSwitch5_g11884 = staticSwitch13_g11869; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g11888 = staticSwitch5_g11884; float3 lerpResult4_g11888 = lerp( (temp_output_1_0_g11888).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g11888.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g11888.a ) * _AlphaTintFade )); float4 appendResult13_g11888 = (float4(lerpResult4_g11888 , temp_output_1_0_g11888.a)); float4 staticSwitch11_g11884 = appendResult13_g11888; #else float4 staticSwitch11_g11884 = staticSwitch5_g11884; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g11889 = staticSwitch11_g11884; float3 temp_output_6_0_g11889 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.ase_texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g11889 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g11889 = ( temp_output_6_0_g11889 * ( (tex2DNode23_g11889).rgb * tex2DNode23_g11889.a ) ); #else float3 staticSwitch21_g11889 = temp_output_6_0_g11889; #endif float4 break2_g11891 = temp_output_1_0_g11889; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g11889 = ( pow( ( ( break2_g11891.x + break2_g11891.x + break2_g11891.y + break2_g11891.y + break2_g11891.y + break2_g11891.z ) / 6.0 ) , max( _StrongTintContrast , 0.001 ) ) * staticSwitch21_g11889 ); #else float3 staticSwitch22_g11889 = staticSwitch21_g11889; #endif float3 lerpResult7_g11889 = lerp( (temp_output_1_0_g11889).rgb , staticSwitch22_g11889 , _StrongTintFade); float4 appendResult9_g11889 = (float4(lerpResult7_g11889 , (temp_output_1_0_g11889).a)); float4 staticSwitch7_g11884 = appendResult9_g11889; #else float4 staticSwitch7_g11884 = staticSwitch11_g11884; #endif float4 temp_output_2_0_g11892 = staticSwitch7_g11884; #ifdef _ENABLESHADOW_ON float4 break4_g11894 = temp_output_2_0_g11892; float3 appendResult5_g11894 = (float3(break4_g11894.r , break4_g11894.g , break4_g11894.b)); float2 appendResult2_g11893 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g11892 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g11893 ) * _ShadowOffset ) ) ).a ))); float4 break6_g11894 = appendResult85_g11892; float3 appendResult7_g11894 = (float3(break6_g11894.r , break6_g11894.g , break6_g11894.b)); float temp_output_11_0_g11894 = ( ( 1.0 - break4_g11894.a ) * break6_g11894.a ); float temp_output_32_0_g11894 = ( break4_g11894.a + temp_output_11_0_g11894 ); float4 appendResult18_g11894 = (float4(( ( ( appendResult5_g11894 * break4_g11894.a ) + ( appendResult7_g11894 * temp_output_11_0_g11894 ) ) * ( 1.0 / max( temp_output_32_0_g11894 , 0.01 ) ) ) , temp_output_32_0_g11894)); float4 staticSwitch82_g11892 = appendResult18_g11894; #else float4 staticSwitch82_g11892 = temp_output_2_0_g11892; #endif float4 break4_g11895 = staticSwitch82_g11892; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11753 = 1.0; #else float staticSwitch8_g11753 = IN.ase_color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11753 = 1.0; #else float staticSwitch9_g11753 = staticSwitch8_g11753; #endif float customVertexAlpha193 = staticSwitch9_g11753; float4 appendResult5_g11895 = (float4(break4_g11895.r , break4_g11895.g , break4_g11895.b , ( break4_g11895.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g11895; float4 temp_output_1_0_g11896 = temp_output_344_0; float4 appendResult8_g11896 = (float4(( (temp_output_1_0_g11896).rgb * (IN.ase_color).rgb ) , temp_output_1_0_g11896.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g11896; #endif float4 lerpResult125 = lerp( ( originalColor191 * IN.ase_color ) , staticSwitch342 , fullFade123); #if defined(_SHADERFADING_NONE) float4 staticSwitch143 = staticSwitch342; #elif defined(_SHADERFADING_FULL) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_MASK) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_DISSOLVE) float4 staticSwitch143 = lerpResult125; #elif defined(_SHADERFADING_SPREAD) float4 staticSwitch143 = lerpResult125; #else float4 staticSwitch143 = staticSwitch342; #endif float4 temp_output_7_0_g11903 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g11903 = (float4(( (temp_output_7_0_g11903).rgb / max( temp_output_7_0_g11903.a , 1E-05 ) ) , temp_output_7_0_g11903.a)); float4 staticSwitch6_g11903 = appendResult2_g11903; #else float4 staticSwitch6_g11903 = temp_output_7_0_g11903; #endif float4 Color = staticSwitch6_g11903; half4 outColor = _SelectionID; return outColor; } ENDHLSL } } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=19108 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