// Made with Amplify Shader Editor v1.9.1.8 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Sprite Shaders Ultimate/Standard SSU" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pixel snap", Float) = 0 [PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {} [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" {} } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Cull Off Lighting Off ZWrite Off Blend One OneMinusSrcAlpha, One OneMinusSrcAlpha Pass { CGPROGRAM #ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX #define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input) #endif #pragma vertex vert #pragma fragment frag #pragma target 3.0 #pragma multi_compile _ PIXELSNAP_ON #pragma multi_compile _ ETC1_EXTERNAL_ALPHA #include "UnityCG.cginc" #include "UnityShaderVariables.cginc" #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 struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; }; uniform fixed4 _Color; uniform float _EnableExternalAlpha; uniform sampler2D _MainTex; uniform sampler2D _AlphaTex; #ifdef _ENABLESQUISH_ON uniform float _SquishStretch; #endif #ifdef _ENABLESCREENTILING_ON uniform float2 _ScreenTilingScale; uniform float2 _ScreenTilingOffset; uniform float _ScreenTilingPixelsPerUnit; #endif float4 _MainTex_TexelSize; #ifdef _ENABLEWORLDTILING_ON uniform float2 _WorldTilingScale; uniform float2 _WorldTilingOffset; uniform float _WorldTilingPixelsPerUnit; #endif #ifdef _SPRITESHEETFIX_ON uniform float4 _SpriteSheetRect; #endif #ifdef _ENABLESQUISH_ON uniform float _SquishFade; uniform float _SquishFlip; uniform float _SquishSquish; #endif #ifdef _TOGGLECUSTOMTIME_ON uniform float _TimeValue; #endif #ifdef _TOGGLEUNSCALEDTIME_ON uniform float UnscaledTime; #endif #ifdef _TOGGLETIMESPEED_ON uniform float _TimeSpeed; #endif #ifdef _TOGGLETIMEFPS_ON uniform float _TimeFPS; #endif #ifdef _TOGGLETIMEFREQUENCY_ON uniform float _TimeFrequency; uniform float _TimeRange; #endif #ifdef _ENABLESINEMOVE_ON uniform float2 _SineMoveFrequency; uniform float2 _SineMoveOffset; uniform float _SineMoveFade; #endif #ifdef _ENABLEVIBRATE_ON uniform float _VibrateFrequency; uniform float _VibrateOffset; uniform float _VibrateFade; uniform float _VibrateRotation; #endif #ifdef _ENABLESINESCALE_ON uniform float _SineScaleFrequency; uniform float2 _SineScaleFactor; #endif uniform float _FadingFade; #ifdef _SHADERFADING_MASK uniform sampler2D _FadingMask; uniform float4 _FadingMask_ST; #endif uniform float _FadingWidth; uniform sampler2D _UberNoiseTexture; uniform float _PixelsPerUnit; #ifdef _SHADERSPACE_UI_GRAPHIC uniform float _RectWidth; uniform float _RectHeight; #endif #ifdef _SHADERSPACE_SCREEN uniform float _ScreenWidthUnits; #endif uniform float2 _FadingNoiseScale; #ifdef _SHADERFADING_SPREAD uniform float2 _FadingPosition; uniform float _FadingNoiseFactor; #endif #ifdef _ENABLEWIND_ON uniform float _WindRotationWindFactor; uniform float WindMinIntensity; uniform float _WindMinIntensity; uniform float WindMaxIntensity; uniform float _WindMaxIntensity; uniform float _WindXPosition; uniform float WindNoiseScale; uniform float _WindNoiseScale; uniform float WindTime; uniform float _WindNoiseSpeed; uniform float _WindRotation; uniform float _WindMaxRotation; uniform float _WindFlip; uniform float _WindSquishFactor; uniform float _WindSquishWindFactor; #endif #ifdef _ENABLEFULLDISTORTION_ON uniform float _FullDistortionFade; uniform float2 _FullDistortionNoiseScale; uniform float2 _FullDistortionDistortion; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON uniform float2 _DirectionalDistortionDistortionScale; uniform float _DirectionalDistortionRandomDirection; uniform float2 _DirectionalDistortionDistortion; uniform float _DirectionalDistortionInvert; uniform float _DirectionalDistortionRotation; uniform float _DirectionalDistortionFade; uniform float2 _DirectionalDistortionNoiseScale; uniform float _DirectionalDistortionNoiseFactor; uniform float _DirectionalDistortionWidth; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float _HologramDistortionSpeed; uniform float _HologramDistortionDensity; uniform float _HologramDistortionScale; uniform float _HologramDistortionOffset; uniform float _HologramFade; #endif #ifdef _ENABLEGLITCH_ON uniform float2 _GlitchDistortionSpeed; uniform float2 _GlitchDistortionScale; uniform float2 _GlitchDistortion; uniform float2 _GlitchMaskSpeed; uniform float2 _GlitchMaskScale; uniform float _GlitchMaskMin; uniform float _GlitchFade; #endif #ifdef _ENABLEUVDISTORT_ON uniform float2 _UVDistortFrom; uniform float2 _UVDistortTo; uniform float2 _UVDistortSpeed; uniform float2 _UVDistortNoiseScale; uniform float _UVDistortFade; uniform sampler2D _UVDistortMask; uniform float4 _UVDistortMask_ST; #endif #ifdef _ENABLESQUEEZE_ON uniform float2 _SqueezeCenter; uniform float _SqueezePower; uniform float2 _SqueezeScale; uniform float _SqueezeFade; #endif #ifdef _ENABLESINEROTATE_ON uniform float _SineRotateFrequency; uniform float _SineRotateAngle; uniform float _SineRotateFade; uniform float2 _SineRotatePivot; #endif #ifdef _ENABLEUVROTATE_ON uniform float _UVRotateSpeed; uniform float2 _UVRotatePivot; #endif #ifdef _ENABLEUVSCROLL_ON uniform float2 _UVScrollSpeed; #endif #ifdef _ENABLEPIXELATE_ON uniform float _PixelatePixelDensity; uniform float _PixelatePixelsPerUnit; uniform float _PixelateFade; #endif #ifdef _ENABLEUVSCALE_ON uniform float2 _UVScalePivot; uniform float2 _UVScaleScale; #endif #ifdef _ENABLEWIGGLE_ON uniform float _WiggleFrequency; uniform float _WiggleSpeed; uniform float _WiggleOffset; uniform float _WiggleFade; #endif #ifdef _ENABLEGAUSSIANBLUR_ON uniform float _GaussianBlurOffset; uniform float _GaussianBlurFade; #endif #ifdef _ENABLESHARPEN_ON uniform float _SharpenOffset; uniform float _SharpenFactor; uniform float _SharpenFade; #endif #ifdef _ENABLESMOKE_ON uniform float _SmokeVertexSeed; uniform float _SmokeNoiseScale; uniform float _SmokeNoiseFactor; uniform float _SmokeSmoothness; uniform float _SmokeDarkEdge; uniform float _SmokeAlpha; #endif #ifdef _ENABLECUSTOMFADE_ON uniform sampler2D _CustomFadeFadeMask; uniform float2 _CustomFadeNoiseScale; uniform float _CustomFadeNoiseFactor; uniform float _CustomFadeSmoothness; uniform float _CustomFadeAlpha; #endif #ifdef _ENABLECHECKERBOARD_ON uniform float _CheckerboardDarken; uniform float _CheckerboardTiling; #endif #ifdef _ENABLEFLAME_ON uniform float2 _FlameSpeed; uniform float2 _FlameNoiseScale; uniform float _FlameNoiseHeightFactor; uniform float _FlameNoiseFactor; uniform float _FlameRadius; uniform float _FlameSmooth; uniform float _FlameBrightness; #endif #ifdef _ENABLERECOLORRGB_ON uniform float4 _RecolorRGBRedTint; uniform sampler2D _RecolorRGBTexture; uniform float4 _RecolorRGBGreenTint; uniform float4 _RecolorRGBBlueTint; uniform float _RecolorRGBFade; #endif #ifdef _ENABLERECOLORRGBYCP_ON uniform sampler2D _RecolorRGBYCPTexture; uniform float4 _RecolorRGBYCPPurpleTint; uniform float4 _RecolorRGBYCPBlueTint; uniform float4 _RecolorRGBYCPCyanTint; uniform float4 _RecolorRGBYCPGreenTint; uniform float4 _RecolorRGBYCPYellowTint; uniform float4 _RecolorRGBYCPRedTint; uniform float _RecolorRGBYCPFade; #endif #ifdef _ENABLECOLORREPLACE_ON uniform float4 _ColorReplaceFromColor; uniform float _ColorReplaceContrast; uniform float4 _ColorReplaceToColor; uniform float _ColorReplaceSmoothness; uniform float _ColorReplaceRange; uniform float _ColorReplaceFade; #endif #ifdef _ENABLENEGATIVE_ON uniform float _NegativeFade; #endif #ifdef _ENABLECONTRAST_ON uniform float _Contrast; #endif #ifdef _ENABLEBRIGHTNESS_ON uniform float _Brightness; #endif #ifdef _ENABLEHUE_ON uniform float _Hue; #endif #ifdef _ENABLESPLITTONING_ON uniform float4 _SplitToningShadowsColor; uniform float4 _SplitToningHighlightsColor; uniform float _SplitToningShift; uniform float _SplitToningBalance; uniform float _SplitToningContrast; uniform float _SplitToningFade; #endif #ifdef _ENABLEBLACKTINT_ON uniform float4 _BlackTintColor; uniform float _BlackTintPower; uniform float _BlackTintFade; #endif #ifdef _ENABLEINKSPREAD_ON uniform float4 _InkSpreadColor; uniform float _InkSpreadContrast; uniform float _InkSpreadFade; uniform float _InkSpreadDistance; uniform float2 _InkSpreadPosition; uniform float2 _InkSpreadNoiseScale; uniform float _InkSpreadNoiseFactor; uniform float _InkSpreadWidth; #endif #ifdef _ENABLESHIFTHUE_ON uniform float _ShiftHueSpeed; #endif #ifdef _ENABLEADDHUE_ON uniform float _AddHueSpeed; uniform float _AddHueSaturation; uniform float _AddHueBrightness; uniform float _AddHueContrast; uniform float _AddHueFade; uniform sampler2D _AddHueMask; uniform float4 _AddHueMask_ST; #endif #ifdef _ENABLESINEGLOW_ON uniform float _SineGlowContrast; uniform float4 _SineGlowColor; uniform sampler2D _SineGlowMask; uniform float4 _SineGlowMask_ST; uniform float _SineGlowFade; uniform float _SineGlowFrequency; uniform float _SineGlowMax; uniform float _SineGlowMin; #endif #ifdef _ENABLESATURATION_ON uniform float _Saturation; #endif #ifdef _ENABLEINNEROUTLINE_ON uniform float4 _InnerOutlineColor; uniform sampler2D _InnerOutlineTintTexture; uniform float2 _InnerOutlineTextureSpeed; uniform float _InnerOutlineFade; uniform float2 _InnerOutlineNoiseSpeed; uniform float2 _InnerOutlineNoiseScale; uniform float2 _InnerOutlineDistortionIntensity; uniform float _InnerOutlineWidth; #endif #ifdef _ENABLEOUTEROUTLINE_ON uniform float4 _OuterOutlineColor; uniform sampler2D _OuterOutlineTintTexture; uniform float2 _OuterOutlineTextureSpeed; uniform float _OuterOutlineFade; uniform float2 _OuterOutlineNoiseSpeed; uniform float2 _OuterOutlineNoiseScale; uniform float2 _OuterOutlineDistortionIntensity; uniform float _OuterOutlineWidth; #endif #ifdef _ENABLEPIXELOUTLINE_ON uniform float4 _PixelOutlineColor; uniform sampler2D _PixelOutlineTintTexture; uniform float2 _PixelOutlineTextureSpeed; uniform float _PixelOutlineFade; uniform float _PixelOutlineWidth; #endif #ifdef _ENABLEPINGPONGGLOW_ON uniform float4 _PingPongGlowFrom; uniform float4 _PingPongGlowTo; uniform float _PingPongGlowFrequency; uniform float _PingPongGlowFade; uniform float _PingPongGlowContrast; #endif #ifdef _ENABLEHOLOGRAM_ON uniform float4 _HologramTint; uniform float _HologramContrast; uniform float _HologramLineSpeed; uniform float _HologramLineFrequency; uniform float _HologramLineGap; uniform float _HologramMinAlpha; #endif #ifdef _ENABLEGLITCH_ON uniform float _GlitchBrightness; uniform float2 _GlitchNoiseSpeed; uniform float2 _GlitchNoiseScale; uniform float _GlitchHueSpeed; #endif #ifdef _ENABLECAMOUFLAGE_ON uniform float4 _CamouflageBaseColor; uniform float4 _CamouflageColorA; uniform float _CamouflageDensityA; uniform float2 _CamouflageDistortionSpeed; uniform float2 _CamouflageDistortionScale; uniform float2 _CamouflageDistortionIntensity; uniform float2 _CamouflageNoiseScaleA; uniform float _CamouflageSmoothnessA; uniform float4 _CamouflageColorB; uniform float _CamouflageDensityB; uniform float2 _CamouflageNoiseScaleB; uniform float _CamouflageSmoothnessB; uniform float _CamouflageContrast; uniform float _CamouflageFade; #endif #ifdef _ENABLEMETAL_ON uniform float _MetalHighlightDensity; uniform float2 _MetalNoiseDistortionSpeed; uniform float2 _MetalNoiseDistortionScale; uniform float2 _MetalNoiseDistortion; uniform float2 _MetalNoiseSpeed; uniform float2 _MetalNoiseScale; uniform float4 _MetalHighlightColor; uniform float _MetalHighlightContrast; uniform float _MetalContrast; uniform float4 _MetalColor; uniform float _MetalFade; uniform sampler2D _MetalMask; uniform float4 _MetalMask_ST; #endif #ifdef _ENABLEFROZEN_ON uniform float _FrozenContrast; uniform float4 _FrozenTint; uniform float _FrozenSnowContrast; uniform float4 _FrozenSnowColor; uniform float _FrozenSnowDensity; uniform float2 _FrozenSnowScale; uniform float _FrozenHighlightDensity; uniform float2 _FrozenHighlightDistortionSpeed; uniform float2 _FrozenHighlightDistortionScale; uniform float2 _FrozenHighlightDistortion; uniform float2 _FrozenHighlightSpeed; uniform float2 _FrozenHighlightScale; uniform float4 _FrozenHighlightColor; uniform float _FrozenHighlightContrast; uniform float _FrozenFade; #endif #ifdef _ENABLEBURN_ON uniform float _BurnInsideContrast; uniform float4 _BurnInsideNoiseColor; uniform float _BurnInsideNoiseFactor; uniform float2 _BurnSwirlNoiseScale; uniform float _BurnSwirlFactor; uniform float2 _BurnInsideNoiseScale; uniform float4 _BurnInsideColor; uniform float _BurnRadius; uniform float2 _BurnPosition; uniform float2 _BurnEdgeNoiseScale; uniform float _BurnEdgeNoiseFactor; uniform float _BurnWidth; uniform float4 _BurnEdgeColor; uniform float _BurnFade; #endif #ifdef _ENABLERAINBOW_ON uniform float2 _RainbowCenter; uniform float2 _RainbowNoiseScale; uniform float _RainbowNoiseFactor; uniform float _RainbowDensity; uniform float _RainbowSpeed; uniform float _RainbowSaturation; uniform float _RainbowBrightness; uniform float _RainbowContrast; uniform float _RainbowFade; #endif #ifdef _ENABLESHINE_ON uniform float _ShineSaturation; uniform float _ShineContrast; uniform float4 _ShineColor; uniform float _ShineRotation; uniform float _ShineFrequency; uniform float _ShineSpeed; uniform float _ShineWidth; uniform float _ShineSmooth; uniform float _ShineFade; uniform sampler2D _ShineMask; uniform float4 _ShineMask_ST; #endif #ifdef _ENABLEPOISON_ON uniform float2 _PoisonNoiseSpeed; uniform float2 _PoisonNoiseScale; uniform float _PoisonShiftSpeed; uniform float _PoisonDensity; uniform float4 _PoisonColor; uniform float _PoisonFade; uniform float _PoisonNoiseBrightness; uniform float _PoisonRecolorFactor; #endif #ifdef _ENABLEENCHANTED_ON uniform float4 _EnchantedLowColor; uniform float4 _EnchantedHighColor; uniform float2 _EnchantedSpeed; uniform float2 _EnchantedScale; uniform float _EnchantedRainbowDensity; uniform float _EnchantedRainbowSpeed; uniform float _EnchantedRainbowSaturation; uniform float _EnchantedContrast; uniform float _EnchantedBrightness; uniform float _EnchantedReduce; uniform float _EnchantedFade; #endif #ifdef _ENABLESHIFTING_ON uniform float4 _ShiftingColorA; uniform float4 _ShiftingColorB; uniform float _ShiftingSpeed; uniform float _ShiftingDensity; uniform float _ShiftingBrightness; uniform float _ShiftingSaturation; uniform float _ShiftingContrast; uniform float _ShiftingFade; #endif #ifdef _ENABLETEXTURELAYER1_ON uniform sampler2D _TextureLayer1Texture; uniform float2 _TextureLayer1Scale; uniform float2 _TextureLayer1Offset; uniform float2 _TextureLayer1ScrollSpeed; uniform float _TextureLayer1EdgeClip; #endif uniform int _TextureLayer1Columns; uniform int _TextureLayer1Rows; #ifdef _ENABLETEXTURELAYER1_ON uniform float _TextureLayer1Speed; #endif uniform int _TextureLayer1StartFrame; #ifdef _ENABLETEXTURELAYER1_ON uniform float4 _TextureLayer1Color; uniform float _TextureLayer1Contrast; uniform float _TextureLayer1Fade; #endif #ifdef _ENABLETEXTURELAYER2_ON uniform sampler2D _TextureLayer2Texture; uniform float2 _TextureLayer2Scale; uniform float2 _TextureLayer2Offset; uniform float2 _TextureLayer2ScrollSpeed; uniform float _TextureLayer2EdgeClip; #endif uniform int _TextureLayer2Columns; uniform int _TextureLayer2Rows; #ifdef _ENABLETEXTURELAYER2_ON uniform float _TextureLayer2Speed; #endif uniform int _TextureLayer2StartFrame; #ifdef _ENABLETEXTURELAYER2_ON uniform float4 _TextureLayer2Color; uniform float _TextureLayer2Contrast; uniform float _TextureLayer2Fade; #endif #ifdef _ENABLEFULLALPHADISSOLVE_ON uniform float _FullAlphaDissolveFade; uniform float _FullAlphaDissolveWidth; uniform float2 _FullAlphaDissolveNoiseScale; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON uniform float4 _FullGlowDissolveEdgeColor; uniform float2 _FullGlowDissolveNoiseScale; uniform float _FullGlowDissolveFade; uniform float _FullGlowDissolveWidth; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON uniform float _SourceAlphaDissolveInvert; uniform float _SourceAlphaDissolveFade; uniform float2 _SourceAlphaDissolvePosition; uniform float2 _SourceAlphaDissolveNoiseScale; uniform float _SourceAlphaDissolveNoiseFactor; uniform float _SourceAlphaDissolveWidth; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON uniform float2 _SourceGlowDissolvePosition; uniform float2 _SourceGlowDissolveNoiseScale; uniform float _SourceGlowDissolveNoiseFactor; uniform float _SourceGlowDissolveFade; uniform float _SourceGlowDissolveWidth; uniform float4 _SourceGlowDissolveEdgeColor; uniform float _SourceGlowDissolveInvert; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON uniform float _DirectionalAlphaFadeInvert; uniform float _DirectionalAlphaFadeRotation; uniform float _DirectionalAlphaFadeFade; uniform float2 _DirectionalAlphaFadeNoiseScale; uniform float _DirectionalAlphaFadeNoiseFactor; uniform float _DirectionalAlphaFadeWidth; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON uniform float4 _DirectionalGlowFadeEdgeColor; uniform float _DirectionalGlowFadeInvert; uniform float _DirectionalGlowFadeRotation; uniform float _DirectionalGlowFadeFade; uniform float2 _DirectionalGlowFadeNoiseScale; uniform float _DirectionalGlowFadeNoiseFactor; uniform float _DirectionalGlowFadeWidth; #endif #ifdef _ENABLEHALFTONE_ON uniform float _HalftoneInvert; uniform float _HalftoneTiling; uniform float _HalftoneFade; uniform float2 _HalftonePosition; uniform float _HalftoneFadeWidth; #endif #ifdef _ENABLEADDCOLOR_ON uniform float4 _AddColorColor; uniform sampler2D _AddColorMask; uniform float4 _AddColorMask_ST; uniform float _AddColorContrast; uniform float _AddColorFade; #endif #ifdef _ENABLEALPHATINT_ON uniform float4 _AlphaTintColor; uniform float _AlphaTintMinAlpha; uniform float _AlphaTintFade; #endif #ifdef _ENABLESTRONGTINT_ON uniform float4 _StrongTintTint; uniform sampler2D _StrongTintMask; uniform float4 _StrongTintMask_ST; uniform float _StrongTintContrast; uniform float _StrongTintFade; #endif #ifdef _ENABLESHADOW_ON uniform float4 _ShadowColor; uniform float _ShadowFade; uniform float2 _ShadowOffset; #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_g11775( 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 FastNoise101_g11664( 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_g11666( 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_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_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_g11669( 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_g11675( 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_g11778( 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_g11672( 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_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 } 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_g11896( 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_g11898( 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_g11902( 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_g12030( 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_g12053( 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_g12037( 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_g12064( 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_g12072( 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_g12110( 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_g12107( 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_g12109( 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_g12099( 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_g12101( 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_g12092( 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_g12094( 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_g12095( 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_g12087( 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_g12085( 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_g12086( 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_g12081( 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_g12113( 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_g12118( 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_g12116( 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_g12128( 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_g12124( 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_g12135( 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_g12143( 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_g12145( 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_g12141( 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_g12137( 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_g12139( 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 } v2f vert( appdata_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID(IN); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); UNITY_TRANSFER_INSTANCE_ID(IN, OUT); float2 _ZeroVector = float2(0,0); float2 texCoord363 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float4 ase_clipPos = UnityObjectToClipPos(IN.vertex); 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 = mul(unity_ObjectToWorld, float4( (IN.vertex).xyz, 1 )).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_g11660 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11660 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; #ifdef _ENABLESQUISH_ON float2 break77_g12161 = fixedUV475; float2 appendResult72_g12161 = (float2(( _SquishStretch * ( break77_g12161.x - 0.5 ) * _SquishFade ) , ( _SquishFade * ( break77_g12161.y + _SquishFlip ) * -_SquishSquish ))); float2 staticSwitch198 = ( appendResult72_g12161 + _ZeroVector ); #else float2 staticSwitch198 = _ZeroVector; #endif float2 temp_output_2_0_g12163 = staticSwitch198; #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _Time.y; #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_g12163 = shaderTime237; #ifdef _ENABLESINEMOVE_ON float2 staticSwitch4_g12163 = ( ( sin( ( temp_output_8_0_g12163 * _SineMoveFrequency ) ) * _SineMoveOffset * _SineMoveFade ) + temp_output_2_0_g12163 ); #else float2 staticSwitch4_g12163 = temp_output_2_0_g12163; #endif #ifdef _ENABLEVIBRATE_ON float temp_output_30_0_g12164 = temp_output_8_0_g12163; float3 rotatedValue21_g12164 = RotateAroundAxis( float3( 0,0,0 ), float3( 0,1,0 ), float3( 0,0,1 ), ( temp_output_30_0_g12164 * _VibrateRotation ) ); float2 staticSwitch6_g12163 = ( ( sin( ( _VibrateFrequency * temp_output_30_0_g12164 ) ) * _VibrateOffset * _VibrateFade * (rotatedValue21_g12164).xy ) + staticSwitch4_g12163 ); #else float2 staticSwitch6_g12163 = staticSwitch4_g12163; #endif #ifdef _ENABLESINESCALE_ON float2 staticSwitch10_g12163 = ( staticSwitch6_g12163 + ( (IN.vertex.xyz).xy * ( ( ( sin( ( _SineScaleFrequency * temp_output_8_0_g12163 ) ) + 1.0 ) * 0.5 ) * _SineScaleFactor ) ) ); #else float2 staticSwitch10_g12163 = staticSwitch6_g12163; #endif float2 temp_output_424_0 = staticSwitch10_g12163; #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11776 = tex2Dlod( _FadingMask, float4( uv_FadingMask, 0, 0.0) ); #endif float temp_output_4_0_g11774 = max( _FadingWidth , 0.001 ); float2 texCoord435 = IN.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_g11662 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11662 = temp_output_61_0_g11662; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11662 = (IN.vertex.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11662 = ( (IN.vertex.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11662 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11662 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11662; float linValue16_g11775 = tex2Dlod( _UberNoiseTexture, float4( ( shaderPosition235 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11775 = MyCustomExpression16_g11775( linValue16_g11775 ); float clampResult14_g11774 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11774 ) ) - localMyCustomExpression16_g11775 ) / temp_output_4_0_g11774 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11772 = shaderPosition235; float linValue16_g11773 = tex2Dlod( _UberNoiseTexture, float4( ( temp_output_27_0_g11772 * _FadingNoiseScale ), 0, 0.0) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11772 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11772 ) + ( localMyCustomExpression16_g11773 * _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_g11776.r * tex2DNode3_g11776.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11774; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11772; #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 OUT.ase_texcoord1 = screenPos; OUT.ase_texcoord2.xyz = ase_worldPos; OUT.ase_texcoord3 = IN.vertex; //setting value to unused interpolator channels and avoid initialization warnings OUT.ase_texcoord2.w = 0; IN.vertex.xyz += float3( staticSwitch142 , 0.0 ); OUT.vertex = UnityObjectToClipPos(IN.vertex); OUT.texcoord = IN.texcoord; OUT.color = IN.color * _Color; #ifdef PIXELSNAP_ON OUT.vertex = UnityPixelSnap (OUT.vertex); #endif return OUT; } fixed4 SampleSpriteTexture (float2 uv) { fixed4 color = tex2D (_MainTex, uv); #if ETC1_EXTERNAL_ALPHA // get the color from an external texture (usecase: Alpha support for ETC1 on android) fixed4 alpha = tex2D (_AlphaTex, uv); color.a = lerp (color.a, alpha.r, _EnableExternalAlpha); #endif //ETC1_EXTERNAL_ALPHA return color; } fixed4 frag(v2f IN ) : SV_Target { UNITY_SETUP_INSTANCE_ID( IN ); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN ); float2 texCoord363 = IN.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_g11660 = uvAfterPixelArt450; float2 appendResult374 = (float2(_SpriteSheetRect.x , _SpriteSheetRect.y)); float2 spriteRectMin376 = appendResult374; float2 break11_g11660 = spriteRectMin376; float2 appendResult375 = (float2(_SpriteSheetRect.z , _SpriteSheetRect.w)); float2 spriteRectMax377 = appendResult375; float2 break10_g11660 = spriteRectMax377; float2 break9_g11660 = float2( 0,0 ); float2 break8_g11660 = float2( 1,1 ); float2 appendResult15_g11660 = (float2((break9_g11660.x + (break14_g11660.x - break11_g11660.x) * (break8_g11660.x - break9_g11660.x) / (break10_g11660.x - break11_g11660.x)) , (break9_g11660.y + (break14_g11660.y - break11_g11660.y) * (break8_g11660.y - break9_g11660.y) / (break10_g11660.y - break11_g11660.y)))); float2 staticSwitch366 = appendResult15_g11660; #else float2 staticSwitch366 = uvAfterPixelArt450; #endif float2 fixedUV475 = staticSwitch366; float2 temp_output_3_0_g11663 = fixedUV475; #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch117_g11664 = _WindMinIntensity; #else float staticSwitch117_g11664 = WindMinIntensity; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch118_g11664 = _WindMaxIntensity; #else float staticSwitch118_g11664 = WindMaxIntensity; #endif #endif float4 transform62_g11664 = mul(unity_WorldToObject,float4( 0,0,0,1 )); #ifdef _ENABLEWIND_ON #ifdef _WINDISPARALLAX_ON float staticSwitch111_g11664 = _WindXPosition; #else float staticSwitch111_g11664 = transform62_g11664.x; #endif #endif #ifdef _ENABLEWIND_ON #ifdef _WINDLOCALWIND_ON float staticSwitch113_g11664 = _WindNoiseScale; #else float staticSwitch113_g11664 = WindNoiseScale; #endif #endif #ifdef _TOGGLECUSTOMTIME_ON float staticSwitch44_g11661 = _TimeValue; #else float staticSwitch44_g11661 = _Time.y; #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_g11664 = ( shaderTime237 * _WindNoiseSpeed ); #else float staticSwitch125_g11664 = WindTime; #endif float temp_output_50_0_g11664 = ( ( staticSwitch111_g11664 * staticSwitch113_g11664 ) + staticSwitch125_g11664 ); float x101_g11664 = temp_output_50_0_g11664; float localFastNoise101_g11664 = FastNoise101_g11664( x101_g11664 ); float2 temp_cast_0 = (temp_output_50_0_g11664).xx; float simplePerlin2D121_g11664 = snoise( temp_cast_0*0.5 ); simplePerlin2D121_g11664 = simplePerlin2D121_g11664*0.5 + 0.5; #ifdef _WINDHIGHQUALITYNOISE_ON float staticSwitch123_g11664 = simplePerlin2D121_g11664; #else float staticSwitch123_g11664 = ( localFastNoise101_g11664 + 0.5 ); #endif float lerpResult86_g11664 = lerp( staticSwitch117_g11664 , staticSwitch118_g11664 , staticSwitch123_g11664); float clampResult29_g11664 = clamp( ( ( _WindRotationWindFactor * lerpResult86_g11664 ) + _WindRotation ) , -_WindMaxRotation , _WindMaxRotation ); float2 temp_output_1_0_g11664 = temp_output_3_0_g11663; float temp_output_39_0_g11664 = ( temp_output_1_0_g11664.y + _WindFlip ); float3 appendResult43_g11664 = (float3(0.5 , -_WindFlip , 0.0)); float2 appendResult27_g11664 = (float2(0.0 , ( _WindSquishFactor * min( ( ( _WindSquishWindFactor * abs( lerpResult86_g11664 ) ) + abs( _WindRotation ) ) , _WindMaxRotation ) * temp_output_39_0_g11664 ))); float3 rotatedValue19_g11664 = RotateAroundAxis( appendResult43_g11664, float3( ( appendResult27_g11664 + temp_output_1_0_g11664 ) , 0.0 ), float3( 0,0,1 ), ( clampResult29_g11664 * temp_output_39_0_g11664 ) ); float2 staticSwitch4_g11663 = (rotatedValue19_g11664).xy; #else float2 staticSwitch4_g11663 = temp_output_3_0_g11663; #endif float2 texCoord435 = IN.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_g11662 = staticSwitch437; float3 ase_objectScale = float3( length( unity_ObjectToWorld[ 0 ].xyz ), length( unity_ObjectToWorld[ 1 ].xyz ), length( unity_ObjectToWorld[ 2 ].xyz ) ); float2 texCoord23_g11662 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERSPACE_UI_GRAPHIC float2 appendResult28_g11662 = (float2(_RectWidth , _RectHeight)); #endif #if defined(_SHADERSPACE_UV) float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #elif defined(_SHADERSPACE_UV_RAW) float2 staticSwitch1_g11662 = temp_output_61_0_g11662; #elif defined(_SHADERSPACE_OBJECT) float2 staticSwitch1_g11662 = (IN.ase_texcoord3.xyz).xy; #elif defined(_SHADERSPACE_OBJECT_SCALED) float2 staticSwitch1_g11662 = ( (IN.ase_texcoord3.xyz).xy * (ase_objectScale).xy ); #elif defined(_SHADERSPACE_WORLD) float2 staticSwitch1_g11662 = (ase_worldPos).xy; #elif defined(_SHADERSPACE_UI_GRAPHIC) float2 staticSwitch1_g11662 = ( texCoord23_g11662 * ( appendResult28_g11662 / _PixelsPerUnit ) ); #elif defined(_SHADERSPACE_SCREEN) float2 staticSwitch1_g11662 = ( ( (ase_screenPosNorm).xy * (_ScreenParams).xy ) / ( _ScreenParams.x / _ScreenWidthUnits ) ); #else float2 staticSwitch1_g11662 = ( temp_output_61_0_g11662 / ( _PixelsPerUnit * (_MainTex_TexelSize).xy ) ); #endif float2 shaderPosition235 = staticSwitch1_g11662; #ifdef _ENABLEFULLDISTORTION_ON float2 temp_output_195_0_g11665 = shaderPosition235; float linValue16_g11666 = tex2D( _UberNoiseTexture, ( temp_output_195_0_g11665 * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11666 = MyCustomExpression16_g11666( linValue16_g11666 ); float linValue16_g11667 = tex2D( _UberNoiseTexture, ( ( temp_output_195_0_g11665 + float2( 0.321,0.321 ) ) * _FullDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11667 = MyCustomExpression16_g11667( linValue16_g11667 ); float2 appendResult189_g11665 = (float2(( localMyCustomExpression16_g11666 - 0.5 ) , ( localMyCustomExpression16_g11667 - 0.5 ))); float2 staticSwitch83 = ( staticSwitch4_g11663 + ( ( 1.0 - _FullDistortionFade ) * appendResult189_g11665 * _FullDistortionDistortion ) ); #else float2 staticSwitch83 = staticSwitch4_g11663; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float2 temp_output_182_0_g11668 = shaderPosition235; float linValue16_g11670 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionDistortionScale ) ).r; float localMyCustomExpression16_g11670 = MyCustomExpression16_g11670( linValue16_g11670 ); float3 rotatedValue168_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( _DirectionalDistortionDistortion , 0.0 ), float3( 0,0,1 ), ( ( ( localMyCustomExpression16_g11670 - 0.5 ) * 2.0 * _DirectionalDistortionRandomDirection ) * UNITY_PI ) ); float3 rotatedValue136_g11668 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_182_0_g11668 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalDistortionRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g11668 = rotatedValue136_g11668; float linValue16_g11669 = tex2D( _UberNoiseTexture, ( temp_output_182_0_g11668 * _DirectionalDistortionNoiseScale ) ).r; float localMyCustomExpression16_g11669 = MyCustomExpression16_g11669( linValue16_g11669 ); float clampResult154_g11668 = clamp( ( ( break130_g11668.x + break130_g11668.y + _DirectionalDistortionFade + ( localMyCustomExpression16_g11669 * _DirectionalDistortionNoiseFactor ) ) / max( _DirectionalDistortionWidth , 0.001 ) ) , 0.0 , 1.0 ); float2 staticSwitch82 = ( staticSwitch83 + ( (rotatedValue168_g11668).xy * ( 1.0 - (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )) ) ) ); #else float2 staticSwitch82 = staticSwitch83; #endif #ifdef _ENABLEHOLOGRAM_ON float temp_output_8_0_g11673 = ( ( ( shaderTime237 * _HologramDistortionSpeed ) + ase_worldPos.y ) / unity_OrthoParams.y ); float2 temp_cast_4 = (temp_output_8_0_g11673).xx; float2 temp_cast_5 = (_HologramDistortionDensity).xx; float linValue16_g11675 = tex2D( _UberNoiseTexture, ( temp_cast_4 * temp_cast_5 ) ).r; float localMyCustomExpression16_g11675 = MyCustomExpression16_g11675( linValue16_g11675 ); float clampResult75_g11673 = clamp( localMyCustomExpression16_g11675 , 0.075 , 0.6 ); float2 temp_cast_6 = (temp_output_8_0_g11673).xx; float2 temp_cast_7 = (_HologramDistortionScale).xx; float linValue16_g11676 = tex2D( _UberNoiseTexture, ( temp_cast_6 * temp_cast_7 ) ).r; float localMyCustomExpression16_g11676 = MyCustomExpression16_g11676( linValue16_g11676 ); float2 appendResult2_g11674 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float hologramFade182 = _HologramFade; float2 appendResult44_g11673 = (float2(( ( ( clampResult75_g11673 * ( localMyCustomExpression16_g11676 - 0.5 ) ) * _HologramDistortionOffset * ( 100.0 / appendResult2_g11674 ).x ) * hologramFade182 ) , 0.0)); float2 staticSwitch59 = ( staticSwitch82 + appendResult44_g11673 ); #else float2 staticSwitch59 = staticSwitch82; #endif #ifdef _ENABLEGLITCH_ON float2 temp_output_18_0_g11671 = shaderPosition235; float2 glitchPosition154 = temp_output_18_0_g11671; float linValue16_g11778 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchDistortionSpeed * shaderTime237 ) ) * _GlitchDistortionScale ) ).r; float localMyCustomExpression16_g11778 = MyCustomExpression16_g11778( linValue16_g11778 ); float linValue16_g11672 = tex2D( _UberNoiseTexture, ( ( temp_output_18_0_g11671 + ( _GlitchMaskSpeed * shaderTime237 ) ) * _GlitchMaskScale ) ).r; float localMyCustomExpression16_g11672 = MyCustomExpression16_g11672( linValue16_g11672 ); float glitchFade152 = ( max( localMyCustomExpression16_g11672 , _GlitchMaskMin ) * _GlitchFade ); float2 staticSwitch62 = ( staticSwitch59 + ( ( localMyCustomExpression16_g11778 - 0.5 ) * _GlitchDistortion * glitchFade152 ) ); #else float2 staticSwitch62 = staticSwitch59; #endif float2 temp_output_1_0_g11779 = staticSwitch62; float2 temp_output_26_0_g11779 = shaderPosition235; float temp_output_25_0_g11779 = shaderTime237; #ifdef _ENABLEUVDISTORT_ON float linValue16_g11789 = tex2D( _UberNoiseTexture, ( ( temp_output_26_0_g11779 + ( _UVDistortSpeed * temp_output_25_0_g11779 ) ) * _UVDistortNoiseScale ) ).r; float localMyCustomExpression16_g11789 = MyCustomExpression16_g11789( linValue16_g11789 ); float2 lerpResult21_g11786 = lerp( _UVDistortFrom , _UVDistortTo , localMyCustomExpression16_g11789); float2 appendResult2_g11788 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 uv_UVDistortMask = IN.texcoord.xy * _UVDistortMask_ST.xy + _UVDistortMask_ST.zw; float4 tex2DNode3_g11787 = tex2D( _UVDistortMask, uv_UVDistortMask ); #ifdef _UVDISTORTMASKTOGGLE_ON float staticSwitch29_g11786 = ( _UVDistortFade * ( tex2DNode3_g11787.r * tex2DNode3_g11787.a ) ); #else float staticSwitch29_g11786 = _UVDistortFade; #endif float2 staticSwitch5_g11779 = ( temp_output_1_0_g11779 + ( lerpResult21_g11786 * ( 100.0 / appendResult2_g11788 ) * staticSwitch29_g11786 ) ); #else float2 staticSwitch5_g11779 = temp_output_1_0_g11779; #endif #ifdef _ENABLESQUEEZE_ON float2 temp_output_1_0_g11785 = staticSwitch5_g11779; float2 staticSwitch7_g11779 = ( temp_output_1_0_g11785 + ( ( temp_output_1_0_g11785 - _SqueezeCenter ) * pow( distance( temp_output_1_0_g11785 , _SqueezeCenter ) , _SqueezePower ) * _SqueezeScale * _SqueezeFade ) ); #else float2 staticSwitch7_g11779 = staticSwitch5_g11779; #endif #ifdef _ENABLESINEROTATE_ON float3 rotatedValue36_g11784 = RotateAroundAxis( float3( _SineRotatePivot , 0.0 ), float3( staticSwitch7_g11779 , 0.0 ), float3( 0,0,1 ), ( sin( ( temp_output_25_0_g11779 * _SineRotateFrequency ) ) * ( ( _SineRotateAngle / 360.0 ) * UNITY_PI ) * _SineRotateFade ) ); float2 staticSwitch9_g11779 = (rotatedValue36_g11784).xy; #else float2 staticSwitch9_g11779 = staticSwitch7_g11779; #endif #ifdef _ENABLEUVROTATE_ON float3 rotatedValue8_g11783 = RotateAroundAxis( float3( _UVRotatePivot , 0.0 ), float3( staticSwitch9_g11779 , 0.0 ), float3( 0,0,1 ), ( temp_output_25_0_g11779 * _UVRotateSpeed * UNITY_PI ) ); float2 staticSwitch16_g11779 = (rotatedValue8_g11783).xy; #else float2 staticSwitch16_g11779 = staticSwitch9_g11779; #endif #ifdef _ENABLEUVSCROLL_ON float2 staticSwitch14_g11779 = ( ( _UVScrollSpeed * temp_output_25_0_g11779 ) + staticSwitch16_g11779 ); #else float2 staticSwitch14_g11779 = staticSwitch16_g11779; #endif #ifdef _ENABLEPIXELATE_ON float2 appendResult35_g11781 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 MultFactor30_g11781 = ( ( _PixelatePixelDensity * ( appendResult35_g11781 / _PixelatePixelsPerUnit ) ) * ( 1.0 / max( _PixelateFade , 1E-05 ) ) ); float2 clampResult46_g11781 = clamp( ( floor( ( MultFactor30_g11781 * ( staticSwitch14_g11779 + ( float2( 0.5,0.5 ) / MultFactor30_g11781 ) ) ) ) / MultFactor30_g11781 ) , float2( 0,0 ) , float2( 1,1 ) ); float2 staticSwitch4_g11779 = clampResult46_g11781; #else float2 staticSwitch4_g11779 = staticSwitch14_g11779; #endif #ifdef _ENABLEUVSCALE_ON float2 staticSwitch24_g11779 = ( ( ( staticSwitch4_g11779 - _UVScalePivot ) / _UVScaleScale ) + _UVScalePivot ); #else float2 staticSwitch24_g11779 = staticSwitch4_g11779; #endif float2 temp_output_1_0_g11790 = staticSwitch24_g11779; #ifdef _ENABLEWIGGLE_ON float temp_output_7_0_g11790 = ( sin( ( _WiggleFrequency * ( temp_output_26_0_g11779.y + ( _WiggleSpeed * temp_output_25_0_g11779 ) ) ) ) * _WiggleOffset * _WiggleFade ); #ifdef _WIGGLEFIXEDGROUNDTOGGLE_ON float staticSwitch18_g11790 = ( temp_output_7_0_g11790 * temp_output_1_0_g11790.y ); #else float staticSwitch18_g11790 = temp_output_7_0_g11790; #endif float2 appendResult12_g11790 = (float2(staticSwitch18_g11790 , 0.0)); float2 staticSwitch13_g11790 = ( temp_output_1_0_g11790 + appendResult12_g11790 ); #else float2 staticSwitch13_g11790 = temp_output_1_0_g11790; #endif float2 temp_output_484_0 = staticSwitch13_g11790; float2 texCoord131 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); #ifdef _SHADERFADING_MASK float2 uv_FadingMask = IN.texcoord.xy * _FadingMask_ST.xy + _FadingMask_ST.zw; #endif #ifdef _SHADERFADING_MASK float4 tex2DNode3_g11776 = tex2D( _FadingMask, uv_FadingMask ); #endif float temp_output_4_0_g11774 = max( _FadingWidth , 0.001 ); float linValue16_g11775 = tex2D( _UberNoiseTexture, ( shaderPosition235 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11775 = MyCustomExpression16_g11775( linValue16_g11775 ); float clampResult14_g11774 = clamp( ( ( ( _FadingFade * ( 1.0 + temp_output_4_0_g11774 ) ) - localMyCustomExpression16_g11775 ) / temp_output_4_0_g11774 ) , 0.0 , 1.0 ); float2 temp_output_27_0_g11772 = shaderPosition235; float linValue16_g11773 = tex2D( _UberNoiseTexture, ( temp_output_27_0_g11772 * _FadingNoiseScale ) ).r; float localMyCustomExpression16_g11773 = MyCustomExpression16_g11773( linValue16_g11773 ); #ifdef _SHADERFADING_SPREAD float clampResult3_g11772 = clamp( ( ( _FadingFade - ( distance( _FadingPosition , temp_output_27_0_g11772 ) + ( localMyCustomExpression16_g11773 * _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_g11776.r * tex2DNode3_g11776.a ) ); #elif defined(_SHADERFADING_DISSOLVE) float staticSwitch139 = clampResult14_g11774; #elif defined(_SHADERFADING_SPREAD) float staticSwitch139 = clampResult3_g11772; #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_g11791 = staticSwitch485; float2 break11_g11791 = float2( 0,0 ); float2 break10_g11791 = float2( 1,1 ); float2 break9_g11791 = spriteRectMin376; float2 break8_g11791 = spriteRectMax377; float2 appendResult15_g11791 = (float2((break9_g11791.x + (break14_g11791.x - break11_g11791.x) * (break8_g11791.x - break9_g11791.x) / (break10_g11791.x - break11_g11791.x)) , (break9_g11791.y + (break14_g11791.y - break11_g11791.y) * (break8_g11791.y - break9_g11791.y) / (break10_g11791.y - break11_g11791.y)))); float2 staticSwitch371 = min( max( appendResult15_g11791 , spriteRectMin376 ) , spriteRectMax377 ); #else float2 staticSwitch371 = staticSwitch485; #endif #ifdef _PIXELPERFECTUV_ON float2 appendResult7_g11792 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 staticSwitch427 = ( originalUV460 + ( floor( ( ( staticSwitch371 - uvAfterPixelArt450 ) * appendResult7_g11792 ) ) / appendResult7_g11792 ) ); #else float2 staticSwitch427 = staticSwitch371; #endif float2 finalUV146 = staticSwitch427; float2 temp_output_1_0_g11874 = finalUV146; #ifdef _ENABLESMOOTHPIXELART_ON sampler2D tex3_g11875 = _MainTex; float4 textureTexelSize3_g11875 = _MainTex_TexelSize; float2 uvs3_g11875 = temp_output_1_0_g11874; float4 localtexturePointSmooth3_g11875 = texturePointSmooth( tex3_g11875 , textureTexelSize3_g11875 , uvs3_g11875 ); float4 staticSwitch8_g11874 = localtexturePointSmooth3_g11875; #else float4 staticSwitch8_g11874 = tex2D( _MainTex, temp_output_1_0_g11874 ); #endif #ifdef _ENABLEGAUSSIANBLUR_ON float temp_output_10_0_g11876 = ( _GaussianBlurOffset * _GaussianBlurFade * 0.005 ); float temp_output_2_0_g11886 = temp_output_10_0_g11876; float2 appendResult16_g11886 = (float2(temp_output_2_0_g11886 , 0.0)); float2 appendResult25_g11888 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11888 = ( appendResult16_g11886 * appendResult25_g11888 ); float2 temp_output_7_0_g11876 = temp_output_1_0_g11874; float2 temp_output_1_0_g11886 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( 1,1 ) ) ); float2 temp_output_1_0_g11888 = temp_output_1_0_g11886; float2 appendResult17_g11886 = (float2(0.0 , temp_output_2_0_g11886)); float2 appendResult25_g11887 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11887 = ( appendResult17_g11886 * appendResult25_g11887 ); float2 temp_output_1_0_g11887 = temp_output_1_0_g11886; float temp_output_2_0_g11877 = temp_output_10_0_g11876; float2 appendResult16_g11877 = (float2(temp_output_2_0_g11877 , 0.0)); float2 appendResult25_g11879 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11879 = ( appendResult16_g11877 * appendResult25_g11879 ); float2 temp_output_1_0_g11877 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( -1,1 ) ) ); float2 temp_output_1_0_g11879 = temp_output_1_0_g11877; float2 appendResult17_g11877 = (float2(0.0 , temp_output_2_0_g11877)); float2 appendResult25_g11878 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11878 = ( appendResult17_g11877 * appendResult25_g11878 ); float2 temp_output_1_0_g11878 = temp_output_1_0_g11877; float temp_output_2_0_g11883 = temp_output_10_0_g11876; float2 appendResult16_g11883 = (float2(temp_output_2_0_g11883 , 0.0)); float2 appendResult25_g11885 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11885 = ( appendResult16_g11883 * appendResult25_g11885 ); float2 temp_output_1_0_g11883 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( -1,-1 ) ) ); float2 temp_output_1_0_g11885 = temp_output_1_0_g11883; float2 appendResult17_g11883 = (float2(0.0 , temp_output_2_0_g11883)); float2 appendResult25_g11884 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11884 = ( appendResult17_g11883 * appendResult25_g11884 ); float2 temp_output_1_0_g11884 = temp_output_1_0_g11883; float temp_output_2_0_g11880 = temp_output_10_0_g11876; float2 appendResult16_g11880 = (float2(temp_output_2_0_g11880 , 0.0)); float2 appendResult25_g11882 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11882 = ( appendResult16_g11880 * appendResult25_g11882 ); float2 temp_output_1_0_g11880 = ( temp_output_7_0_g11876 + ( temp_output_10_0_g11876 * float2( 1,-1 ) ) ); float2 temp_output_1_0_g11882 = temp_output_1_0_g11880; float2 appendResult17_g11880 = (float2(0.0 , temp_output_2_0_g11880)); float2 appendResult25_g11881 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11881 = ( appendResult17_g11880 * appendResult25_g11881 ); float2 temp_output_1_0_g11881 = temp_output_1_0_g11880; float4 staticSwitch3_g11874 = ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11888 + temp_output_1_0_g11888 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11888 + temp_output_1_0_g11888 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11887 + temp_output_1_0_g11887 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11887 + temp_output_1_0_g11887 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11879 + temp_output_1_0_g11879 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11879 + temp_output_1_0_g11879 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11878 + temp_output_1_0_g11878 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11878 + temp_output_1_0_g11878 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11885 + temp_output_1_0_g11885 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11885 + temp_output_1_0_g11885 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11884 + temp_output_1_0_g11884 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11884 + temp_output_1_0_g11884 ) ) ) ) + ( ( tex2D( _MainTex, ( temp_output_26_0_g11882 + temp_output_1_0_g11882 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11882 + temp_output_1_0_g11882 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11881 + temp_output_1_0_g11881 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11881 + temp_output_1_0_g11881 ) ) ) ) ) * 0.0625 ); #else float4 staticSwitch3_g11874 = staticSwitch8_g11874; #endif #ifdef _ENABLESHARPEN_ON float2 temp_output_1_0_g11889 = temp_output_1_0_g11874; float4 tex2DNode4_g11889 = tex2D( _MainTex, temp_output_1_0_g11889 ); float temp_output_2_0_g11890 = _SharpenOffset; float2 appendResult16_g11890 = (float2(temp_output_2_0_g11890 , 0.0)); float2 appendResult25_g11892 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11892 = ( appendResult16_g11890 * appendResult25_g11892 ); float2 temp_output_1_0_g11890 = temp_output_1_0_g11889; float2 temp_output_1_0_g11892 = temp_output_1_0_g11890; float2 appendResult17_g11890 = (float2(0.0 , temp_output_2_0_g11890)); float2 appendResult25_g11891 = (float2(_MainTex_TexelSize.x , _MainTex_TexelSize.y)); float2 temp_output_26_0_g11891 = ( appendResult17_g11890 * appendResult25_g11891 ); float2 temp_output_1_0_g11891 = temp_output_1_0_g11890; float4 break22_g11889 = ( tex2DNode4_g11889 - ( ( ( ( ( tex2D( _MainTex, ( temp_output_26_0_g11892 + temp_output_1_0_g11892 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11892 + temp_output_1_0_g11892 ) ) ) + ( tex2D( _MainTex, ( temp_output_26_0_g11891 + temp_output_1_0_g11891 ) ) + tex2D( _MainTex, ( -temp_output_26_0_g11891 + temp_output_1_0_g11891 ) ) ) ) / 4.0 ) - tex2DNode4_g11889 ) * ( _SharpenFactor * _SharpenFade ) ) ); float clampResult23_g11889 = clamp( break22_g11889.a , 0.0 , 1.0 ); float4 appendResult24_g11889 = (float4(break22_g11889.r , break22_g11889.g , break22_g11889.b , clampResult23_g11889)); float4 staticSwitch12_g11874 = appendResult24_g11889; #else float4 staticSwitch12_g11874 = staticSwitch3_g11874; #endif float4 temp_output_489_0 = staticSwitch12_g11874; #ifdef _VERTEXTINTFIRST_ON float4 temp_output_1_0_g11893 = temp_output_489_0; float4 appendResult8_g11893 = (float4(( (temp_output_1_0_g11893).rgb * (IN.color).rgb ) , temp_output_1_0_g11893.a)); float4 staticSwitch354 = appendResult8_g11893; #else float4 staticSwitch354 = temp_output_489_0; #endif float4 originalColor191 = staticSwitch354; float4 temp_output_1_0_g11894 = originalColor191; float4 temp_output_1_0_g11895 = temp_output_1_0_g11894; float2 temp_output_7_0_g11894 = finalUV146; #ifdef _ENABLESMOKE_ON float2 temp_output_43_0_g11895 = temp_output_7_0_g11894; float2 temp_cast_15 = (_SmokeNoiseScale).xx; float linValue16_g11896 = tex2D( _UberNoiseTexture, ( ( ( IN.color.r * (( _SmokeVertexSeed )?( 5.0 ):( 0.0 )) ) + temp_output_43_0_g11895 ) * temp_cast_15 ) ).r; float localMyCustomExpression16_g11896 = MyCustomExpression16_g11896( linValue16_g11896 ); float clampResult28_g11895 = clamp( ( ( ( localMyCustomExpression16_g11896 - 1.0 ) * _SmokeNoiseFactor ) + ( ( ( IN.color.a / 2.5 ) - distance( temp_output_43_0_g11895 , float2( 0.5,0.5 ) ) ) * 2.5 * _SmokeSmoothness ) ) , 0.0 , 1.0 ); float3 lerpResult34_g11895 = lerp( (temp_output_1_0_g11895).rgb , float3( 0,0,0 ) , ( ( 1.0 - clampResult28_g11895 ) * _SmokeDarkEdge )); float4 appendResult31_g11895 = (float4(lerpResult34_g11895 , ( clampResult28_g11895 * _SmokeAlpha * temp_output_1_0_g11895.a ))); float4 staticSwitch2_g11894 = appendResult31_g11895; #else float4 staticSwitch2_g11894 = temp_output_1_0_g11894; #endif #ifdef _ENABLECUSTOMFADE_ON float4 temp_output_1_0_g11897 = staticSwitch2_g11894; float2 temp_output_57_0_g11897 = temp_output_7_0_g11894; float4 tex2DNode3_g11897 = tex2D( _CustomFadeFadeMask, temp_output_57_0_g11897 ); float linValue16_g11898 = tex2D( _UberNoiseTexture, ( temp_output_57_0_g11897 * _CustomFadeNoiseScale ) ).r; float localMyCustomExpression16_g11898 = MyCustomExpression16_g11898( linValue16_g11898 ); float clampResult37_g11897 = clamp( ( ( ( IN.color.a * 2.0 ) - 1.0 ) + ( tex2DNode3_g11897.r + ( localMyCustomExpression16_g11898 * _CustomFadeNoiseFactor ) ) ) , 0.0 , 1.0 ); float4 appendResult13_g11897 = (float4((temp_output_1_0_g11897).rgb , ( temp_output_1_0_g11897.a * pow( clampResult37_g11897 , ( _CustomFadeSmoothness / max( tex2DNode3_g11897.r , 0.05 ) ) ) * _CustomFadeAlpha ))); float4 staticSwitch3_g11894 = appendResult13_g11897; #else float4 staticSwitch3_g11894 = staticSwitch2_g11894; #endif float4 temp_output_1_0_g11899 = staticSwitch3_g11894; #ifdef _ENABLECHECKERBOARD_ON float4 temp_output_1_0_g11900 = temp_output_1_0_g11899; float2 appendResult4_g11900 = (float2(ase_worldPos.x , ase_worldPos.y)); float2 temp_output_44_0_g11900 = ( appendResult4_g11900 * _CheckerboardTiling * 0.5 ); float2 break12_g11900 = step( ( ceil( temp_output_44_0_g11900 ) - temp_output_44_0_g11900 ) , float2( 0.5,0.5 ) ); float4 appendResult42_g11900 = (float4(( (temp_output_1_0_g11900).rgb * min( ( _CheckerboardDarken + abs( ( -break12_g11900.x + break12_g11900.y ) ) ) , 1.0 ) ) , temp_output_1_0_g11900.a)); float4 staticSwitch2_g11899 = appendResult42_g11900; #else float4 staticSwitch2_g11899 = temp_output_1_0_g11899; #endif #ifdef _ENABLEFLAME_ON float2 temp_output_75_0_g11901 = finalUV146; float linValue16_g11902 = tex2D( _UberNoiseTexture, ( ( ( shaderTime237 * _FlameSpeed ) + temp_output_75_0_g11901 ) * _FlameNoiseScale ) ).r; float localMyCustomExpression16_g11902 = MyCustomExpression16_g11902( linValue16_g11902 ); float saferPower57_g11901 = abs( max( ( temp_output_75_0_g11901.y - 0.2 ) , 0.0 ) ); float temp_output_47_0_g11901 = max( _FlameRadius , 0.01 ); float clampResult70_g11901 = clamp( ( ( ( localMyCustomExpression16_g11902 * pow( saferPower57_g11901 , _FlameNoiseHeightFactor ) * _FlameNoiseFactor ) + ( ( temp_output_47_0_g11901 - distance( temp_output_75_0_g11901 , float2( 0.5,0.4 ) ) ) / temp_output_47_0_g11901 ) ) * _FlameSmooth ) , 0.0 , 1.0 ); float temp_output_63_0_g11901 = ( clampResult70_g11901 * _FlameBrightness ); float4 appendResult31_g11901 = (float4(temp_output_63_0_g11901 , temp_output_63_0_g11901 , temp_output_63_0_g11901 , clampResult70_g11901)); float4 staticSwitch6_g11899 = ( appendResult31_g11901 * staticSwitch2_g11899 ); #else float4 staticSwitch6_g11899 = staticSwitch2_g11899; #endif float4 temp_output_3_0_g12026 = staticSwitch6_g11899; float4 temp_output_1_0_g12058 = temp_output_3_0_g12026; float4 appendResult91_g12058 = (float4((temp_output_1_0_g12058).rgb , 1.0)); float2 temp_output_1_0_g12026 = finalUV146; #ifdef _ENABLERECOLORRGB_ON #ifdef _RECOLORRGBTEXTURETOGGLE_ON float4 staticSwitch81_g12058 = tex2D( _RecolorRGBTexture, temp_output_1_0_g12026 ); #else float4 staticSwitch81_g12058 = appendResult91_g12058; #endif float3 break82_g12058 = (staticSwitch81_g12058).xyz; float temp_output_84_0_g12058 = max( ( break82_g12058.x + break82_g12058.y + break82_g12058.z ) , 0.001 ); float4 break71_g12058 = ( ( _RecolorRGBRedTint * ( break82_g12058.x / temp_output_84_0_g12058 ) ) + ( _RecolorRGBGreenTint * ( break82_g12058.y / temp_output_84_0_g12058 ) ) + ( ( break82_g12058.z / temp_output_84_0_g12058 ) * _RecolorRGBBlueTint ) ); float3 appendResult56_g12058 = (float3(break71_g12058.r , break71_g12058.g , break71_g12058.b)); float4 break2_g12059 = temp_output_1_0_g12058; float saferPower57_g12058 = abs( ( ( break2_g12059.x + break2_g12059.x + break2_g12059.y + break2_g12059.y + break2_g12059.y + break2_g12059.z ) / 6.0 ) ); float3 lerpResult26_g12058 = lerp( (temp_output_1_0_g12058).rgb , ( appendResult56_g12058 * pow( saferPower57_g12058 , ( max( break71_g12058.a , 0.01 ) * 2.0 ) ) ) , ( staticSwitch81_g12058.w * _RecolorRGBFade )); float4 appendResult30_g12058 = (float4(lerpResult26_g12058 , temp_output_1_0_g12058.a)); float4 staticSwitch43_g12026 = appendResult30_g12058; #else float4 staticSwitch43_g12026 = temp_output_3_0_g12026; #endif #ifdef _ENABLERECOLORRGBYCP_ON float4 temp_output_1_0_g12056 = staticSwitch43_g12026; #ifdef _RECOLORRGBYCPTEXTURETOGGLE_ON float4 staticSwitch62_g12056 = tex2D( _RecolorRGBYCPTexture, temp_output_1_0_g12026 ); #else float4 staticSwitch62_g12056 = temp_output_1_0_g12056; #endif float3 hsvTorgb33_g12056 = RGBToHSV( staticSwitch62_g12056.rgb ); float temp_output_43_0_g12056 = ( ( hsvTorgb33_g12056.x + 0.08333334 ) % 1.0 ); float4 ifLocalVar46_g12056 = 0; if( temp_output_43_0_g12056 >= 0.8333333 ) ifLocalVar46_g12056 = _RecolorRGBYCPPurpleTint; else ifLocalVar46_g12056 = _RecolorRGBYCPBlueTint; float4 ifLocalVar44_g12056 = 0; if( temp_output_43_0_g12056 <= 0.6666667 ) ifLocalVar44_g12056 = _RecolorRGBYCPCyanTint; else ifLocalVar44_g12056 = ifLocalVar46_g12056; float4 ifLocalVar47_g12056 = 0; if( temp_output_43_0_g12056 <= 0.3333333 ) ifLocalVar47_g12056 = _RecolorRGBYCPYellowTint; else ifLocalVar47_g12056 = _RecolorRGBYCPGreenTint; float4 ifLocalVar45_g12056 = 0; if( temp_output_43_0_g12056 <= 0.1666667 ) ifLocalVar45_g12056 = _RecolorRGBYCPRedTint; else ifLocalVar45_g12056 = ifLocalVar47_g12056; float4 ifLocalVar35_g12056 = 0; if( temp_output_43_0_g12056 >= 0.5 ) ifLocalVar35_g12056 = ifLocalVar44_g12056; else ifLocalVar35_g12056 = ifLocalVar45_g12056; float4 break55_g12056 = ifLocalVar35_g12056; float3 appendResult56_g12056 = (float3(break55_g12056.r , break55_g12056.g , break55_g12056.b)); float4 break2_g12057 = temp_output_1_0_g12056; float saferPower57_g12056 = abs( ( ( break2_g12057.x + break2_g12057.x + break2_g12057.y + break2_g12057.y + break2_g12057.y + break2_g12057.z ) / 6.0 ) ); float3 lerpResult26_g12056 = lerp( (temp_output_1_0_g12056).rgb , ( appendResult56_g12056 * pow( saferPower57_g12056 , max( ( break55_g12056.a * 2.0 ) , 0.01 ) ) ) , ( hsvTorgb33_g12056.z * _RecolorRGBYCPFade )); float4 appendResult30_g12056 = (float4(lerpResult26_g12056 , temp_output_1_0_g12056.a)); float4 staticSwitch9_g12026 = appendResult30_g12056; #else float4 staticSwitch9_g12026 = staticSwitch43_g12026; #endif #ifdef _ENABLECOLORREPLACE_ON float4 temp_output_1_0_g12030 = staticSwitch9_g12026; float3 temp_output_2_0_g12030 = (temp_output_1_0_g12030).rgb; float3 In115_g12030 = temp_output_2_0_g12030; float3 From115_g12030 = (_ColorReplaceFromColor).rgb; float4 break2_g12031 = temp_output_1_0_g12030; float3 To115_g12030 = ( pow( ( ( break2_g12031.x + break2_g12031.x + break2_g12031.y + break2_g12031.y + break2_g12031.y + break2_g12031.z ) / 6.0 ) , max( _ColorReplaceContrast , 0.001 ) ) * (_ColorReplaceToColor).rgb ); float Fuzziness115_g12030 = _ColorReplaceSmoothness; float Range115_g12030 = _ColorReplaceRange; float3 localMyCustomExpression115_g12030 = MyCustomExpression115_g12030( In115_g12030 , From115_g12030 , To115_g12030 , Fuzziness115_g12030 , Range115_g12030 ); float3 lerpResult112_g12030 = lerp( temp_output_2_0_g12030 , localMyCustomExpression115_g12030 , _ColorReplaceFade); float4 appendResult4_g12030 = (float4(lerpResult112_g12030 , temp_output_1_0_g12030.a)); float4 staticSwitch29_g12026 = appendResult4_g12030; #else float4 staticSwitch29_g12026 = staticSwitch9_g12026; #endif float4 temp_output_1_0_g12043 = staticSwitch29_g12026; #ifdef _ENABLENEGATIVE_ON float3 temp_output_9_0_g12043 = (temp_output_1_0_g12043).rgb; float3 lerpResult3_g12043 = lerp( temp_output_9_0_g12043 , ( 1.0 - temp_output_9_0_g12043 ) , _NegativeFade); float4 appendResult8_g12043 = (float4(lerpResult3_g12043 , temp_output_1_0_g12043.a)); float4 staticSwitch4_g12043 = appendResult8_g12043; #else float4 staticSwitch4_g12043 = temp_output_1_0_g12043; #endif float4 temp_output_57_0_g12026 = staticSwitch4_g12043; #ifdef _ENABLECONTRAST_ON float4 temp_output_1_0_g12066 = temp_output_57_0_g12026; float3 temp_cast_30 = (max( _Contrast , 0.001 )).xxx; float4 appendResult4_g12066 = (float4(pow( (temp_output_1_0_g12066).rgb , temp_cast_30 ) , temp_output_1_0_g12066.a)); float4 staticSwitch32_g12026 = appendResult4_g12066; #else float4 staticSwitch32_g12026 = temp_output_57_0_g12026; #endif #ifdef _ENABLEBRIGHTNESS_ON float4 temp_output_2_0_g12041 = staticSwitch32_g12026; float4 appendResult6_g12041 = (float4(( (temp_output_2_0_g12041).rgb * _Brightness ) , temp_output_2_0_g12041.a)); float4 staticSwitch33_g12026 = appendResult6_g12041; #else float4 staticSwitch33_g12026 = staticSwitch32_g12026; #endif #ifdef _ENABLEHUE_ON float4 temp_output_2_0_g12042 = staticSwitch33_g12026; float3 hsvTorgb1_g12042 = RGBToHSV( temp_output_2_0_g12042.rgb ); float3 hsvTorgb3_g12042 = HSVToRGB( float3(( hsvTorgb1_g12042.x + _Hue ),hsvTorgb1_g12042.y,hsvTorgb1_g12042.z) ); float4 appendResult8_g12042 = (float4(hsvTorgb3_g12042 , temp_output_2_0_g12042.a)); float4 staticSwitch36_g12026 = appendResult8_g12042; #else float4 staticSwitch36_g12026 = staticSwitch33_g12026; #endif #ifdef _ENABLESPLITTONING_ON float4 temp_output_1_0_g12060 = staticSwitch36_g12026; float4 break2_g12061 = temp_output_1_0_g12060; float temp_output_3_0_g12060 = ( ( break2_g12061.x + break2_g12061.x + break2_g12061.y + break2_g12061.y + break2_g12061.y + break2_g12061.z ) / 6.0 ); float clampResult25_g12060 = clamp( ( ( ( ( temp_output_3_0_g12060 + _SplitToningShift ) - 0.5 ) * _SplitToningBalance ) + 0.5 ) , 0.0 , 1.0 ); float3 lerpResult6_g12060 = lerp( (_SplitToningShadowsColor).rgb , (_SplitToningHighlightsColor).rgb , clampResult25_g12060); float3 lerpResult11_g12060 = lerp( (temp_output_1_0_g12060).rgb , ( lerpResult6_g12060 * pow( temp_output_3_0_g12060 , max( _SplitToningContrast , 0.001 ) ) ) , _SplitToningFade); float4 appendResult18_g12060 = (float4(lerpResult11_g12060 , temp_output_1_0_g12060.a)); float4 staticSwitch30_g12026 = appendResult18_g12060; #else float4 staticSwitch30_g12026 = staticSwitch36_g12026; #endif #ifdef _ENABLEBLACKTINT_ON float4 temp_output_1_0_g12038 = staticSwitch30_g12026; float3 temp_output_4_0_g12038 = (temp_output_1_0_g12038).rgb; float4 break12_g12038 = temp_output_1_0_g12038; float3 lerpResult7_g12038 = lerp( temp_output_4_0_g12038 , ( temp_output_4_0_g12038 + (_BlackTintColor).rgb ) , pow( ( 1.0 - min( max( max( break12_g12038.r , break12_g12038.g ) , break12_g12038.b ) , 1.0 ) ) , max( _BlackTintPower , 0.001 ) )); float3 lerpResult13_g12038 = lerp( temp_output_4_0_g12038 , lerpResult7_g12038 , _BlackTintFade); float4 appendResult11_g12038 = (float4(lerpResult13_g12038 , break12_g12038.a)); float4 staticSwitch20_g12026 = appendResult11_g12038; #else float4 staticSwitch20_g12026 = staticSwitch30_g12026; #endif #ifdef _ENABLEINKSPREAD_ON float4 temp_output_1_0_g12052 = staticSwitch20_g12026; float4 break2_g12054 = temp_output_1_0_g12052; float2 temp_output_65_0_g12052 = shaderPosition235; float linValue16_g12053 = tex2D( _UberNoiseTexture, ( temp_output_65_0_g12052 * _InkSpreadNoiseScale ) ).r; float localMyCustomExpression16_g12053 = MyCustomExpression16_g12053( linValue16_g12053 ); float clampResult53_g12052 = clamp( ( ( ( _InkSpreadDistance - distance( _InkSpreadPosition , temp_output_65_0_g12052 ) ) + ( localMyCustomExpression16_g12053 * _InkSpreadNoiseFactor ) ) / max( _InkSpreadWidth , 0.001 ) ) , 0.0 , 1.0 ); float3 lerpResult7_g12052 = lerp( (temp_output_1_0_g12052).rgb , ( (_InkSpreadColor).rgb * pow( ( ( break2_g12054.x + break2_g12054.x + break2_g12054.y + break2_g12054.y + break2_g12054.y + break2_g12054.z ) / 6.0 ) , max( _InkSpreadContrast , 0.001 ) ) ) , ( _InkSpreadFade * clampResult53_g12052 )); float4 appendResult9_g12052 = (float4(lerpResult7_g12052 , (temp_output_1_0_g12052).a)); float4 staticSwitch17_g12026 = appendResult9_g12052; #else float4 staticSwitch17_g12026 = staticSwitch20_g12026; #endif float temp_output_39_0_g12026 = shaderTime237; #ifdef _ENABLESHIFTHUE_ON float4 temp_output_1_0_g12044 = staticSwitch17_g12026; float3 hsvTorgb15_g12044 = RGBToHSV( (temp_output_1_0_g12044).rgb ); float3 hsvTorgb19_g12044 = HSVToRGB( float3(( ( temp_output_39_0_g12026 * _ShiftHueSpeed ) + hsvTorgb15_g12044.x ),hsvTorgb15_g12044.y,hsvTorgb15_g12044.z) ); float4 appendResult6_g12044 = (float4(hsvTorgb19_g12044 , temp_output_1_0_g12044.a)); float4 staticSwitch19_g12026 = appendResult6_g12044; #else float4 staticSwitch19_g12026 = staticSwitch17_g12026; #endif #ifdef _ENABLEADDHUE_ON float3 hsvTorgb19_g12048 = HSVToRGB( float3(( ( temp_output_39_0_g12026 * _AddHueSpeed ) % 1.0 ),_AddHueSaturation,_AddHueBrightness) ); float4 temp_output_1_0_g12048 = staticSwitch19_g12026; float4 break2_g12050 = temp_output_1_0_g12048; float2 uv_AddHueMask = IN.texcoord.xy * _AddHueMask_ST.xy + _AddHueMask_ST.zw; float4 tex2DNode3_g12049 = tex2D( _AddHueMask, uv_AddHueMask ); #ifdef _ADDHUEMASKTOGGLE_ON float staticSwitch33_g12048 = ( _AddHueFade * ( tex2DNode3_g12049.r * tex2DNode3_g12049.a ) ); #else float staticSwitch33_g12048 = _AddHueFade; #endif float4 appendResult6_g12048 = (float4(( ( hsvTorgb19_g12048 * pow( ( ( break2_g12050.x + break2_g12050.x + break2_g12050.y + break2_g12050.y + break2_g12050.y + break2_g12050.z ) / 6.0 ) , max( _AddHueContrast , 0.001 ) ) * staticSwitch33_g12048 ) + (temp_output_1_0_g12048).rgb ) , temp_output_1_0_g12048.a)); float4 staticSwitch23_g12026 = appendResult6_g12048; #else float4 staticSwitch23_g12026 = staticSwitch19_g12026; #endif #ifdef _ENABLESINEGLOW_ON float4 temp_output_1_0_g12045 = staticSwitch23_g12026; float4 break2_g12046 = temp_output_1_0_g12045; float3 temp_output_13_0_g12045 = (_SineGlowColor).rgb; float2 uv_SineGlowMask = IN.texcoord.xy * _SineGlowMask_ST.xy + _SineGlowMask_ST.zw; float4 tex2DNode30_g12045 = tex2D( _SineGlowMask, uv_SineGlowMask ); #ifdef _SINEGLOWMASKTOGGLE_ON float3 staticSwitch27_g12045 = ( (tex2DNode30_g12045).rgb * temp_output_13_0_g12045 * tex2DNode30_g12045.a ); #else float3 staticSwitch27_g12045 = temp_output_13_0_g12045; #endif float4 appendResult21_g12045 = (float4(( (temp_output_1_0_g12045).rgb + ( pow( ( ( break2_g12046.x + break2_g12046.x + break2_g12046.y + break2_g12046.y + break2_g12046.y + break2_g12046.z ) / 6.0 ) , max( _SineGlowContrast , 0.001 ) ) * staticSwitch27_g12045 * _SineGlowFade * ( ( ( sin( ( temp_output_39_0_g12026 * _SineGlowFrequency ) ) + 1.0 ) * ( _SineGlowMax - _SineGlowMin ) ) + _SineGlowMin ) ) ) , temp_output_1_0_g12045.a)); float4 staticSwitch28_g12026 = appendResult21_g12045; #else float4 staticSwitch28_g12026 = staticSwitch23_g12026; #endif #ifdef _ENABLESATURATION_ON float4 temp_output_1_0_g12033 = staticSwitch28_g12026; float4 break2_g12034 = temp_output_1_0_g12033; float3 temp_cast_46 = (( ( break2_g12034.x + break2_g12034.x + break2_g12034.y + break2_g12034.y + break2_g12034.y + break2_g12034.z ) / 6.0 )).xxx; float3 lerpResult5_g12033 = lerp( temp_cast_46 , (temp_output_1_0_g12033).rgb , _Saturation); float4 appendResult8_g12033 = (float4(lerpResult5_g12033 , temp_output_1_0_g12033.a)); float4 staticSwitch38_g12026 = appendResult8_g12033; #else float4 staticSwitch38_g12026 = staticSwitch28_g12026; #endif #ifdef _ENABLEINNEROUTLINE_ON float4 temp_output_15_0_g12035 = staticSwitch38_g12026; float3 temp_output_82_0_g12035 = (_InnerOutlineColor).rgb; float2 temp_output_7_0_g12035 = temp_output_1_0_g12026; float temp_output_179_0_g12035 = temp_output_39_0_g12026; #ifdef _INNEROUTLINETEXTURETOGGLE_ON float3 staticSwitch187_g12035 = ( (tex2D( _InnerOutlineTintTexture, ( temp_output_7_0_g12035 + ( _InnerOutlineTextureSpeed * temp_output_179_0_g12035 ) ) )).rgb * temp_output_82_0_g12035 ); #else float3 staticSwitch187_g12035 = temp_output_82_0_g12035; #endif float linValue16_g12037 = tex2D( _UberNoiseTexture, ( ( ( temp_output_179_0_g12035 * _InnerOutlineNoiseSpeed ) + temp_output_7_0_g12035 ) * _InnerOutlineNoiseScale ) ).r; float localMyCustomExpression16_g12037 = MyCustomExpression16_g12037( linValue16_g12037 ); #ifdef _INNEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch169_g12035 = ( ( localMyCustomExpression16_g12037 - 0.5 ) * _InnerOutlineDistortionIntensity ); #else float2 staticSwitch169_g12035 = float2( 0,0 ); #endif float2 temp_output_131_0_g12035 = ( staticSwitch169_g12035 + temp_output_7_0_g12035 ); float2 appendResult2_g12036 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g12035 = ( 100.0 / appendResult2_g12036 ); float temp_output_178_0_g12035 = ( _InnerOutlineFade * ( 1.0 - min( min( min( min( min( min( min( tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12035 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12035 + ( ( _InnerOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12035 ) ) ).a ) ) ); float3 lerpResult176_g12035 = lerp( (temp_output_15_0_g12035).rgb , staticSwitch187_g12035 , temp_output_178_0_g12035); #ifdef _INNEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch188_g12035 = ( temp_output_178_0_g12035 * temp_output_15_0_g12035.a ); #else float staticSwitch188_g12035 = temp_output_15_0_g12035.a; #endif float4 appendResult177_g12035 = (float4(lerpResult176_g12035 , staticSwitch188_g12035)); float4 staticSwitch12_g12026 = appendResult177_g12035; #else float4 staticSwitch12_g12026 = staticSwitch38_g12026; #endif #ifdef _ENABLEOUTEROUTLINE_ON float4 temp_output_15_0_g12063 = staticSwitch12_g12026; float3 temp_output_82_0_g12063 = (_OuterOutlineColor).rgb; float2 temp_output_7_0_g12063 = temp_output_1_0_g12026; float temp_output_186_0_g12063 = temp_output_39_0_g12026; #ifdef _OUTEROUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g12063 = ( (tex2D( _OuterOutlineTintTexture, ( temp_output_7_0_g12063 + ( _OuterOutlineTextureSpeed * temp_output_186_0_g12063 ) ) )).rgb * temp_output_82_0_g12063 ); #else float3 staticSwitch199_g12063 = temp_output_82_0_g12063; #endif float temp_output_182_0_g12063 = ( ( 1.0 - temp_output_15_0_g12063.a ) * min( ( _OuterOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g12063 = 1.0; #else float staticSwitch203_g12063 = temp_output_182_0_g12063; #endif float3 lerpResult178_g12063 = lerp( (temp_output_15_0_g12063).rgb , staticSwitch199_g12063 , staticSwitch203_g12063); float3 lerpResult170_g12063 = lerp( lerpResult178_g12063 , staticSwitch199_g12063 , staticSwitch203_g12063); float linValue16_g12064 = tex2D( _UberNoiseTexture, ( ( ( temp_output_186_0_g12063 * _OuterOutlineNoiseSpeed ) + temp_output_7_0_g12063 ) * _OuterOutlineNoiseScale ) ).r; float localMyCustomExpression16_g12064 = MyCustomExpression16_g12064( linValue16_g12064 ); #ifdef _OUTEROUTLINEDISTORTIONTOGGLE_ON float2 staticSwitch157_g12063 = ( ( localMyCustomExpression16_g12064 - 0.5 ) * _OuterOutlineDistortionIntensity ); #else float2 staticSwitch157_g12063 = float2( 0,0 ); #endif float2 temp_output_131_0_g12063 = ( staticSwitch157_g12063 + temp_output_7_0_g12063 ); float2 appendResult2_g12065 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_25_0_g12063 = ( 100.0 / appendResult2_g12065 ); float lerpResult168_g12063 = lerp( temp_output_15_0_g12063.a , min( ( max( max( max( max( max( max( max( tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,-1 ) ) * temp_output_25_0_g12063 ) ) ).a , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0,1 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 1,0 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( 0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) , tex2D( _MainTex, ( temp_output_131_0_g12063 + ( ( _OuterOutlineWidth * float2( -0.705,-0.705 ) ) * temp_output_25_0_g12063 ) ) ).a ) * 3.0 ) , 1.0 ) , _OuterOutlineFade); #ifdef _OUTEROUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g12063 = ( temp_output_182_0_g12063 * lerpResult168_g12063 ); #else float staticSwitch200_g12063 = lerpResult168_g12063; #endif float4 appendResult174_g12063 = (float4(lerpResult170_g12063 , staticSwitch200_g12063)); float4 staticSwitch13_g12026 = appendResult174_g12063; #else float4 staticSwitch13_g12026 = staticSwitch12_g12026; #endif #ifdef _ENABLEPIXELOUTLINE_ON float4 temp_output_15_0_g12040 = staticSwitch13_g12026; float3 temp_output_82_0_g12040 = (_PixelOutlineColor).rgb; float2 temp_output_7_0_g12040 = temp_output_1_0_g12026; #ifdef _PIXELOUTLINETEXTURETOGGLE_ON float3 staticSwitch199_g12040 = ( (tex2D( _PixelOutlineTintTexture, ( temp_output_7_0_g12040 + ( _PixelOutlineTextureSpeed * temp_output_39_0_g12026 ) ) )).rgb * temp_output_82_0_g12040 ); #else float3 staticSwitch199_g12040 = temp_output_82_0_g12040; #endif float temp_output_182_0_g12040 = ( ( 1.0 - temp_output_15_0_g12040.a ) * min( ( _PixelOutlineFade * 3.0 ) , 1.0 ) ); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch203_g12040 = 1.0; #else float staticSwitch203_g12040 = temp_output_182_0_g12040; #endif float3 lerpResult178_g12040 = lerp( (temp_output_15_0_g12040).rgb , staticSwitch199_g12040 , staticSwitch203_g12040); float3 lerpResult170_g12040 = lerp( lerpResult178_g12040 , staticSwitch199_g12040 , staticSwitch203_g12040); float2 appendResult206_g12040 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float2 temp_output_209_0_g12040 = ( float2( 1,1 ) / appendResult206_g12040 ); float lerpResult168_g12040 = lerp( temp_output_15_0_g12040.a , min( ( max( max( max( tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( 0,-1 ) ) * temp_output_209_0_g12040 ) ) ).a , tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( 0,1 ) ) * temp_output_209_0_g12040 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( -1,0 ) ) * temp_output_209_0_g12040 ) ) ).a ) , tex2D( _MainTex, ( temp_output_7_0_g12040 + ( ( _PixelOutlineWidth * float2( 1,0 ) ) * temp_output_209_0_g12040 ) ) ).a ) * 3.0 ) , 1.0 ) , _PixelOutlineFade); #ifdef _PIXELOUTLINEOUTLINEONLYTOGGLE_ON float staticSwitch200_g12040 = ( temp_output_182_0_g12040 * lerpResult168_g12040 ); #else float staticSwitch200_g12040 = lerpResult168_g12040; #endif float4 appendResult174_g12040 = (float4(lerpResult170_g12040 , staticSwitch200_g12040)); float4 staticSwitch48_g12026 = appendResult174_g12040; #else float4 staticSwitch48_g12026 = staticSwitch13_g12026; #endif #ifdef _ENABLEPINGPONGGLOW_ON float3 lerpResult15_g12027 = lerp( (_PingPongGlowFrom).rgb , (_PingPongGlowTo).rgb , ( ( sin( ( temp_output_39_0_g12026 * _PingPongGlowFrequency ) ) + 1.0 ) / 2.0 )); float4 temp_output_5_0_g12027 = staticSwitch48_g12026; float4 break2_g12028 = temp_output_5_0_g12027; float4 appendResult12_g12027 = (float4(( ( lerpResult15_g12027 * _PingPongGlowFade * pow( ( ( break2_g12028.x + break2_g12028.x + break2_g12028.y + break2_g12028.y + break2_g12028.y + break2_g12028.z ) / 6.0 ) , max( _PingPongGlowContrast , 0.001 ) ) ) + (temp_output_5_0_g12027).rgb ) , temp_output_5_0_g12027.a)); float4 staticSwitch46_g12026 = appendResult12_g12027; #else float4 staticSwitch46_g12026 = staticSwitch48_g12026; #endif float4 temp_output_492_0 = staticSwitch46_g12026; #ifdef _ENABLEHOLOGRAM_ON float4 temp_output_1_0_g12068 = temp_output_492_0; float4 break2_g12069 = temp_output_1_0_g12068; float4 appendResult22_g12068 = (float4(( (_HologramTint).rgb * pow( ( ( break2_g12069.x + break2_g12069.x + break2_g12069.y + break2_g12069.y + break2_g12069.y + break2_g12069.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_g12068.a ))); float4 lerpResult37_g12068 = lerp( temp_output_1_0_g12068 , appendResult22_g12068 , hologramFade182); float4 staticSwitch56 = lerpResult37_g12068; #else float4 staticSwitch56 = temp_output_492_0; #endif #ifdef _ENABLEGLITCH_ON float4 temp_output_1_0_g12071 = staticSwitch56; float4 break2_g12073 = temp_output_1_0_g12071; float temp_output_34_0_g12071 = shaderTime237; float linValue16_g12072 = tex2D( _UberNoiseTexture, ( ( glitchPosition154 + ( _GlitchNoiseSpeed * temp_output_34_0_g12071 ) ) * _GlitchNoiseScale ) ).r; float localMyCustomExpression16_g12072 = MyCustomExpression16_g12072( linValue16_g12072 ); float3 hsvTorgb3_g12074 = HSVToRGB( float3(( localMyCustomExpression16_g12072 + ( temp_output_34_0_g12071 * _GlitchHueSpeed ) ),1.0,1.0) ); float3 lerpResult23_g12071 = lerp( (temp_output_1_0_g12071).rgb , ( ( ( break2_g12073.x + break2_g12073.x + break2_g12073.y + break2_g12073.y + break2_g12073.y + break2_g12073.z ) / 6.0 ) * _GlitchBrightness * hsvTorgb3_g12074 ) , glitchFade152); float4 appendResult27_g12071 = (float4(lerpResult23_g12071 , temp_output_1_0_g12071.a)); float4 staticSwitch57 = appendResult27_g12071; #else float4 staticSwitch57 = staticSwitch56; #endif float4 temp_output_3_0_g12075 = staticSwitch57; float4 temp_output_1_0_g12105 = temp_output_3_0_g12075; float2 temp_output_41_0_g12075 = shaderPosition235; float2 temp_output_99_0_g12105 = temp_output_41_0_g12075; float temp_output_40_0_g12075 = shaderTime237; #ifdef _ENABLECAMOUFLAGE_ON float linValue16_g12110 = tex2D( _UberNoiseTexture, ( ( ( temp_output_40_0_g12075 * _CamouflageDistortionSpeed ) + temp_output_99_0_g12105 ) * _CamouflageDistortionScale ) ).r; float localMyCustomExpression16_g12110 = MyCustomExpression16_g12110( linValue16_g12110 ); #ifdef _CAMOUFLAGEANIMATIONTOGGLE_ON float2 staticSwitch101_g12105 = ( ( ( localMyCustomExpression16_g12110 - 0.25 ) * _CamouflageDistortionIntensity ) + temp_output_99_0_g12105 ); #else float2 staticSwitch101_g12105 = temp_output_99_0_g12105; #endif float linValue16_g12107 = tex2D( _UberNoiseTexture, ( staticSwitch101_g12105 * _CamouflageNoiseScaleA ) ).r; float localMyCustomExpression16_g12107 = MyCustomExpression16_g12107( linValue16_g12107 ); float clampResult52_g12105 = clamp( ( ( _CamouflageDensityA - localMyCustomExpression16_g12107 ) / max( _CamouflageSmoothnessA , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult55_g12105 = lerp( _CamouflageBaseColor , ( _CamouflageColorA * clampResult52_g12105 ) , clampResult52_g12105); float linValue16_g12109 = tex2D( _UberNoiseTexture, ( ( staticSwitch101_g12105 + float2( 12.3,12.3 ) ) * _CamouflageNoiseScaleB ) ).r; float localMyCustomExpression16_g12109 = MyCustomExpression16_g12109( linValue16_g12109 ); float clampResult65_g12105 = clamp( ( ( _CamouflageDensityB - localMyCustomExpression16_g12109 ) / max( _CamouflageSmoothnessB , 0.005 ) ) , 0.0 , 1.0 ); float4 lerpResult68_g12105 = lerp( lerpResult55_g12105 , ( _CamouflageColorB * clampResult65_g12105 ) , clampResult65_g12105); float4 break2_g12108 = temp_output_1_0_g12105; float3 lerpResult4_g12105 = lerp( (temp_output_1_0_g12105).rgb , ( (lerpResult68_g12105).rgb * pow( ( ( break2_g12108.x + break2_g12108.x + break2_g12108.y + break2_g12108.y + break2_g12108.y + break2_g12108.z ) / 6.0 ) , max( _CamouflageContrast , 0.001 ) ) ) , _CamouflageFade); float4 appendResult7_g12105 = (float4(lerpResult4_g12105 , temp_output_1_0_g12105.a)); float4 staticSwitch26_g12075 = appendResult7_g12105; #else float4 staticSwitch26_g12075 = temp_output_3_0_g12075; #endif #ifdef _ENABLEMETAL_ON float4 temp_output_1_0_g12098 = staticSwitch26_g12075; float temp_output_59_0_g12098 = temp_output_40_0_g12075; float2 temp_output_58_0_g12098 = temp_output_41_0_g12075; float linValue16_g12099 = tex2D( _UberNoiseTexture, ( ( ( temp_output_59_0_g12098 * _MetalNoiseDistortionSpeed ) + temp_output_58_0_g12098 ) * _MetalNoiseDistortionScale ) ).r; float localMyCustomExpression16_g12099 = MyCustomExpression16_g12099( linValue16_g12099 ); float linValue16_g12101 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12099 - 0.25 ) * _MetalNoiseDistortion ) + ( ( temp_output_59_0_g12098 * _MetalNoiseSpeed ) + temp_output_58_0_g12098 ) ) * _MetalNoiseScale ) ).r; float localMyCustomExpression16_g12101 = MyCustomExpression16_g12101( linValue16_g12101 ); float4 break2_g12100 = temp_output_1_0_g12098; float temp_output_5_0_g12098 = ( ( break2_g12100.x + break2_g12100.x + break2_g12100.y + break2_g12100.y + break2_g12100.y + break2_g12100.z ) / 6.0 ); float2 uv_MetalMask = IN.texcoord.xy * _MetalMask_ST.xy + _MetalMask_ST.zw; float4 tex2DNode3_g12103 = tex2D( _MetalMask, uv_MetalMask ); #ifdef _METALMASKTOGGLE_ON float staticSwitch60_g12098 = ( _MetalFade * ( tex2DNode3_g12103.r * tex2DNode3_g12103.a ) ); #else float staticSwitch60_g12098 = _MetalFade; #endif float4 lerpResult45_g12098 = lerp( temp_output_1_0_g12098 , ( ( max( ( ( _MetalHighlightDensity - localMyCustomExpression16_g12101 ) / max( _MetalHighlightDensity , 0.01 ) ) , 0.0 ) * _MetalHighlightColor * pow( temp_output_5_0_g12098 , max( _MetalHighlightContrast , 0.001 ) ) ) + ( pow( temp_output_5_0_g12098 , max( _MetalContrast , 0.001 ) ) * _MetalColor ) ) , staticSwitch60_g12098); float4 appendResult8_g12098 = (float4((lerpResult45_g12098).rgb , (temp_output_1_0_g12098).a)); float4 staticSwitch28_g12075 = appendResult8_g12098; #else float4 staticSwitch28_g12075 = staticSwitch26_g12075; #endif #ifdef _ENABLEFROZEN_ON float4 temp_output_1_0_g12090 = staticSwitch28_g12075; float4 break2_g12091 = temp_output_1_0_g12090; float temp_output_7_0_g12090 = ( ( break2_g12091.x + break2_g12091.x + break2_g12091.y + break2_g12091.y + break2_g12091.y + break2_g12091.z ) / 6.0 ); float2 temp_output_72_0_g12090 = temp_output_41_0_g12075; float linValue16_g12092 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12090 * _FrozenSnowScale ) ).r; float localMyCustomExpression16_g12092 = MyCustomExpression16_g12092( linValue16_g12092 ); float temp_output_73_0_g12090 = temp_output_40_0_g12075; float linValue16_g12094 = tex2D( _UberNoiseTexture, ( ( ( temp_output_73_0_g12090 * _FrozenHighlightDistortionSpeed ) + temp_output_72_0_g12090 ) * _FrozenHighlightDistortionScale ) ).r; float localMyCustomExpression16_g12094 = MyCustomExpression16_g12094( linValue16_g12094 ); float linValue16_g12095 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12094 - 0.25 ) * _FrozenHighlightDistortion ) + ( ( temp_output_73_0_g12090 * _FrozenHighlightSpeed ) + temp_output_72_0_g12090 ) ) * _FrozenHighlightScale ) ).r; float localMyCustomExpression16_g12095 = MyCustomExpression16_g12095( linValue16_g12095 ); float3 lerpResult57_g12090 = lerp( (temp_output_1_0_g12090).rgb , ( ( pow( temp_output_7_0_g12090 , max( _FrozenContrast , 0.001 ) ) * (_FrozenTint).rgb ) + ( pow( temp_output_7_0_g12090 , max( _FrozenSnowContrast , 0.001 ) ) * ( (_FrozenSnowColor).rgb * max( ( _FrozenSnowDensity - localMyCustomExpression16_g12092 ) , 0.0 ) ) ) + (( max( ( ( _FrozenHighlightDensity - localMyCustomExpression16_g12095 ) / max( _FrozenHighlightDensity , 0.01 ) ) , 0.0 ) * _FrozenHighlightColor * pow( temp_output_7_0_g12090 , max( _FrozenHighlightContrast , 0.001 ) ) )).rgb ) , _FrozenFade); float4 appendResult26_g12090 = (float4(lerpResult57_g12090 , temp_output_1_0_g12090.a)); float4 staticSwitch29_g12075 = appendResult26_g12090; #else float4 staticSwitch29_g12075 = staticSwitch28_g12075; #endif #ifdef _ENABLEBURN_ON float4 temp_output_1_0_g12084 = staticSwitch29_g12075; float3 temp_output_28_0_g12084 = (temp_output_1_0_g12084).rgb; float4 break2_g12088 = float4( temp_output_28_0_g12084 , 0.0 ); float2 temp_output_72_0_g12084 = temp_output_41_0_g12075; float linValue16_g12087 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12084 * _BurnSwirlNoiseScale ) ).r; float localMyCustomExpression16_g12087 = MyCustomExpression16_g12087( linValue16_g12087 ); float linValue16_g12085 = tex2D( _UberNoiseTexture, ( ( ( ( localMyCustomExpression16_g12087 - 0.5 ) * float2( 1,1 ) * _BurnSwirlFactor ) + temp_output_72_0_g12084 ) * _BurnInsideNoiseScale ) ).r; float localMyCustomExpression16_g12085 = MyCustomExpression16_g12085( linValue16_g12085 ); float clampResult68_g12084 = clamp( ( _BurnInsideNoiseFactor - localMyCustomExpression16_g12085 ) , 0.0 , 1.0 ); float linValue16_g12086 = tex2D( _UberNoiseTexture, ( temp_output_72_0_g12084 * _BurnEdgeNoiseScale ) ).r; float localMyCustomExpression16_g12086 = MyCustomExpression16_g12086( linValue16_g12086 ); float temp_output_15_0_g12084 = ( ( ( _BurnRadius - distance( temp_output_72_0_g12084 , _BurnPosition ) ) + ( localMyCustomExpression16_g12086 * _BurnEdgeNoiseFactor ) ) / max( _BurnWidth , 0.01 ) ); float clampResult18_g12084 = clamp( temp_output_15_0_g12084 , 0.0 , 1.0 ); float3 lerpResult29_g12084 = lerp( temp_output_28_0_g12084 , ( pow( ( ( break2_g12088.x + break2_g12088.x + break2_g12088.y + break2_g12088.y + break2_g12088.y + break2_g12088.z ) / 6.0 ) , max( _BurnInsideContrast , 0.001 ) ) * ( ( (_BurnInsideNoiseColor).rgb * clampResult68_g12084 ) + (_BurnInsideColor).rgb ) ) , clampResult18_g12084); float3 lerpResult40_g12084 = lerp( temp_output_28_0_g12084 , ( lerpResult29_g12084 + ( ( step( temp_output_15_0_g12084 , 1.0 ) * step( 0.0 , temp_output_15_0_g12084 ) ) * (_BurnEdgeColor).rgb ) ) , _BurnFade); float4 appendResult43_g12084 = (float4(lerpResult40_g12084 , temp_output_1_0_g12084.a)); float4 staticSwitch32_g12075 = appendResult43_g12084; #else float4 staticSwitch32_g12075 = staticSwitch29_g12075; #endif #ifdef _ENABLERAINBOW_ON float2 temp_output_42_0_g12080 = temp_output_41_0_g12075; float linValue16_g12081 = tex2D( _UberNoiseTexture, ( temp_output_42_0_g12080 * _RainbowNoiseScale ) ).r; float localMyCustomExpression16_g12081 = MyCustomExpression16_g12081( linValue16_g12081 ); float3 hsvTorgb3_g12083 = HSVToRGB( float3(( ( ( distance( temp_output_42_0_g12080 , _RainbowCenter ) + ( localMyCustomExpression16_g12081 * _RainbowNoiseFactor ) ) * _RainbowDensity ) + ( _RainbowSpeed * temp_output_40_0_g12075 ) ),1.0,1.0) ); float3 hsvTorgb36_g12080 = RGBToHSV( hsvTorgb3_g12083 ); float3 hsvTorgb37_g12080 = HSVToRGB( float3(hsvTorgb36_g12080.x,_RainbowSaturation,( hsvTorgb36_g12080.z * _RainbowBrightness )) ); float4 temp_output_1_0_g12080 = staticSwitch32_g12075; float4 break2_g12082 = temp_output_1_0_g12080; float saferPower24_g12080 = abs( ( ( break2_g12082.x + break2_g12082.x + break2_g12082.y + break2_g12082.y + break2_g12082.y + break2_g12082.z ) / 6.0 ) ); float4 appendResult29_g12080 = (float4(( ( hsvTorgb37_g12080 * pow( saferPower24_g12080 , max( _RainbowContrast , 0.001 ) ) * _RainbowFade ) + (temp_output_1_0_g12080).rgb ) , temp_output_1_0_g12080.a)); float4 staticSwitch34_g12075 = appendResult29_g12080; #else float4 staticSwitch34_g12075 = staticSwitch32_g12075; #endif #ifdef _ENABLESHINE_ON float4 temp_output_1_0_g12076 = staticSwitch34_g12075; float3 temp_output_57_0_g12076 = (temp_output_1_0_g12076).rgb; float4 break2_g12078 = temp_output_1_0_g12076; float3 temp_cast_69 = (( ( break2_g12078.x + break2_g12078.x + break2_g12078.y + break2_g12078.y + break2_g12078.y + break2_g12078.z ) / 6.0 )).xxx; float3 lerpResult92_g12076 = lerp( temp_cast_69 , temp_output_57_0_g12076 , _ShineSaturation); float3 temp_cast_70 = (max( max( _ShineContrast , 0.001 ) , 0.001 )).xxx; float3 rotatedValue69_g12076 = RotateAroundAxis( float3( 0,0,0 ), float3( ( _ShineFrequency * temp_output_41_0_g12075 ) , 0.0 ), float3( 0,0,1 ), ( ( _ShineRotation / 180.0 ) * UNITY_PI ) ); float temp_output_103_0_g12076 = ( _ShineFrequency * _ShineWidth ); float clampResult80_g12076 = clamp( ( ( ( sin( ( rotatedValue69_g12076.x - ( temp_output_40_0_g12075 * _ShineSpeed * _ShineFrequency ) ) ) - ( 1.0 - temp_output_103_0_g12076 ) ) / temp_output_103_0_g12076 ) * _ShineSmooth ) , 0.0 , 1.0 ); float2 uv_ShineMask = IN.texcoord.xy * _ShineMask_ST.xy + _ShineMask_ST.zw; float4 tex2DNode3_g12077 = tex2D( _ShineMask, uv_ShineMask ); #ifdef _SHINEMASKTOGGLE_ON float staticSwitch98_g12076 = ( _ShineFade * ( tex2DNode3_g12077.r * tex2DNode3_g12077.a ) ); #else float staticSwitch98_g12076 = _ShineFade; #endif float4 appendResult8_g12076 = (float4(( temp_output_57_0_g12076 + ( ( pow( lerpResult92_g12076 , temp_cast_70 ) * (_ShineColor).rgb ) * clampResult80_g12076 * staticSwitch98_g12076 ) ) , (temp_output_1_0_g12076).a)); float4 staticSwitch36_g12075 = appendResult8_g12076; #else float4 staticSwitch36_g12075 = staticSwitch34_g12075; #endif #ifdef _ENABLEPOISON_ON float temp_output_41_0_g12111 = temp_output_40_0_g12075; float linValue16_g12113 = tex2D( _UberNoiseTexture, ( ( ( temp_output_41_0_g12111 * _PoisonNoiseSpeed ) + temp_output_41_0_g12075 ) * _PoisonNoiseScale ) ).r; float localMyCustomExpression16_g12113 = MyCustomExpression16_g12113( linValue16_g12113 ); float3 temp_output_24_0_g12111 = (_PoisonColor).rgb; float4 temp_output_1_0_g12111 = staticSwitch36_g12075; float3 temp_output_28_0_g12111 = (temp_output_1_0_g12111).rgb; float4 break2_g12112 = float4( temp_output_28_0_g12111 , 0.0 ); float3 lerpResult32_g12111 = lerp( temp_output_28_0_g12111 , ( temp_output_24_0_g12111 * ( ( break2_g12112.x + break2_g12112.x + break2_g12112.y + break2_g12112.y + break2_g12112.y + break2_g12112.z ) / 6.0 ) ) , ( _PoisonFade * _PoisonRecolorFactor )); float4 appendResult27_g12111 = (float4(( ( max( pow( abs( ( ( ( localMyCustomExpression16_g12113 + ( temp_output_41_0_g12111 * _PoisonShiftSpeed ) ) % 1.0 ) + -0.5 ) ) , max( _PoisonDensity , 0.001 ) ) , 0.0 ) * temp_output_24_0_g12111 * _PoisonFade * _PoisonNoiseBrightness ) + lerpResult32_g12111 ) , temp_output_1_0_g12111.a)); float4 staticSwitch39_g12075 = appendResult27_g12111; #else float4 staticSwitch39_g12075 = staticSwitch36_g12075; #endif float4 temp_output_10_0_g12115 = staticSwitch39_g12075; #ifdef _ENABLEENCHANTED_ON float3 temp_output_12_0_g12115 = (temp_output_10_0_g12115).rgb; float2 temp_output_2_0_g12115 = temp_output_41_0_g12075; float temp_output_1_0_g12115 = temp_output_40_0_g12075; float2 temp_output_6_0_g12115 = ( temp_output_1_0_g12115 * _EnchantedSpeed ); float linValue16_g12118 = tex2D( _UberNoiseTexture, ( ( ( temp_output_2_0_g12115 - ( ( temp_output_6_0_g12115 + float2( 1.234,5.6789 ) ) * float2( 0.95,1.05 ) ) ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g12118 = MyCustomExpression16_g12118( linValue16_g12118 ); float linValue16_g12116 = tex2D( _UberNoiseTexture, ( ( ( temp_output_6_0_g12115 + temp_output_2_0_g12115 ) * _EnchantedScale ) * float2( 1,1 ) ) ).r; float localMyCustomExpression16_g12116 = MyCustomExpression16_g12116( linValue16_g12116 ); float temp_output_36_0_g12115 = ( localMyCustomExpression16_g12118 + localMyCustomExpression16_g12116 ); float temp_output_43_0_g12115 = ( temp_output_36_0_g12115 * 0.5 ); float3 lerpResult42_g12115 = lerp( (_EnchantedLowColor).rgb , (_EnchantedHighColor).rgb , temp_output_43_0_g12115); float3 hsvTorgb53_g12115 = HSVToRGB( float3(( ( temp_output_43_0_g12115 * _EnchantedRainbowDensity ) + ( _EnchantedRainbowSpeed * temp_output_1_0_g12115 ) ),_EnchantedRainbowSaturation,1.0) ); #ifdef _ENCHANTEDRAINBOWTOGGLE_ON float3 staticSwitch50_g12115 = hsvTorgb53_g12115; #else float3 staticSwitch50_g12115 = lerpResult42_g12115; #endif float4 break2_g12117 = temp_output_10_0_g12115; float3 temp_output_40_0_g12115 = ( staticSwitch50_g12115 * pow( ( ( break2_g12117.x + break2_g12117.x + break2_g12117.y + break2_g12117.y + break2_g12117.y + break2_g12117.z ) / 6.0 ) , max( _EnchantedContrast , 0.001 ) ) * _EnchantedBrightness ); float temp_output_45_0_g12115 = ( max( ( temp_output_36_0_g12115 - _EnchantedReduce ) , 0.0 ) * _EnchantedFade ); float3 lerpResult44_g12115 = lerp( temp_output_12_0_g12115 , temp_output_40_0_g12115 , temp_output_45_0_g12115); #ifdef _ENCHANTEDLERPTOGGLE_ON float3 staticSwitch47_g12115 = lerpResult44_g12115; #else float3 staticSwitch47_g12115 = ( temp_output_12_0_g12115 + ( temp_output_40_0_g12115 * temp_output_45_0_g12115 ) ); #endif float4 appendResult19_g12115 = (float4(staticSwitch47_g12115 , temp_output_10_0_g12115.a)); float4 staticSwitch11_g12115 = appendResult19_g12115; #else float4 staticSwitch11_g12115 = temp_output_10_0_g12115; #endif float4 temp_output_1_0_g12120 = staticSwitch11_g12115; #ifdef _ENABLESHIFTING_ON float4 break5_g12120 = temp_output_1_0_g12120; float3 appendResult32_g12120 = (float3(break5_g12120.r , break5_g12120.g , break5_g12120.b)); float4 break2_g12121 = temp_output_1_0_g12120; float temp_output_4_0_g12120 = ( ( break2_g12121.x + break2_g12121.x + break2_g12121.y + break2_g12121.y + break2_g12121.y + break2_g12121.z ) / 6.0 ); float temp_output_11_0_g12120 = ( ( ( temp_output_4_0_g12120 + ( temp_output_40_0_g12075 * _ShiftingSpeed ) ) * _ShiftingDensity ) % 1.0 ); float3 lerpResult20_g12120 = lerp( (_ShiftingColorA).rgb , (_ShiftingColorB).rgb , ( abs( ( temp_output_11_0_g12120 - 0.5 ) ) * 2.0 )); float3 hsvTorgb12_g12120 = HSVToRGB( float3(temp_output_11_0_g12120,_ShiftingSaturation,_ShiftingBrightness) ); #ifdef _SHIFTINGRAINBOWTOGGLE_ON float3 staticSwitch26_g12120 = hsvTorgb12_g12120; #else float3 staticSwitch26_g12120 = ( lerpResult20_g12120 * _ShiftingBrightness ); #endif float3 lerpResult31_g12120 = lerp( appendResult32_g12120 , ( staticSwitch26_g12120 * pow( temp_output_4_0_g12120 , max( _ShiftingContrast , 0.001 ) ) ) , _ShiftingFade); float4 appendResult6_g12120 = (float4(lerpResult31_g12120 , break5_g12120.a)); float4 staticSwitch33_g12120 = appendResult6_g12120; #else float4 staticSwitch33_g12120 = temp_output_1_0_g12120; #endif float4 temp_output_5_0_g12127 = staticSwitch33_g12120; #ifdef _ENABLETEXTURELAYER1_ON float4 break6_g12127 = temp_output_5_0_g12127; float3 appendResult11_g12127 = (float3(break6_g12127.r , break6_g12127.g , break6_g12127.b)); float temp_output_27_0_g12127 = temp_output_40_0_g12075; #ifdef _TEXTURELAYER1SCROLLTOGGLE_ON float2 staticSwitch73_g12127 = ( _TextureLayer1Offset + ( _TextureLayer1ScrollSpeed * temp_output_27_0_g12127 ) ); #else float2 staticSwitch73_g12127 = _TextureLayer1Offset; #endif float2 temp_output_72_0_g12127 = ( ( _TextureLayer1Scale * temp_output_41_0_g12075 ) - staticSwitch73_g12127 ); float2 temp_cast_79 = (_TextureLayer1EdgeClip).xx; float2 UV10_g12128 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g12127 % 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_g12128 = _TextureLayer1Columns; int Height10_g12128 = _TextureLayer1Rows; float Tile10_g12128 = round( ( ( _TextureLayer1Speed * temp_output_27_0_g12127 ) + _TextureLayer1StartFrame ) ); float2 Invert10_g12128 = float2( 0,1 ); float2 localMyCustomExpression10_g12128 = MyCustomExpression10_g12128( UV10_g12128 , Width10_g12128 , Height10_g12128 , Tile10_g12128 , Invert10_g12128 ); #ifdef _TEXTURELAYER1SHEETTOGGLE_ON float2 staticSwitch20_g12127 = localMyCustomExpression10_g12128; #else float2 staticSwitch20_g12127 = temp_output_72_0_g12127; #endif float4 tex2DNode3_g12127 = tex2D( _TextureLayer1Texture, staticSwitch20_g12127 ); float3 appendResult13_g12127 = (float3(tex2DNode3_g12127.r , tex2DNode3_g12127.g , tex2DNode3_g12127.b)); float3 appendResult18_g12127 = (float3(_TextureLayer1Color.r , _TextureLayer1Color.g , _TextureLayer1Color.b)); float3 temp_output_16_0_g12127 = ( appendResult13_g12127 * appendResult18_g12127 ); float4 break2_g12129 = temp_output_5_0_g12127; #ifdef _TEXTURELAYER1CONTRASTTOGGLE_ON float3 staticSwitch80_g12127 = ( pow( ( ( break2_g12129.x + break2_g12129.x + break2_g12129.y + break2_g12129.y + break2_g12129.y + break2_g12129.z ) / 6.0 ) , max( _TextureLayer1Contrast , 0.001 ) ) * temp_output_16_0_g12127 ); #else float3 staticSwitch80_g12127 = temp_output_16_0_g12127; #endif float3 lerpResult12_g12127 = lerp( appendResult11_g12127 , staticSwitch80_g12127 , ( tex2DNode3_g12127.a * _TextureLayer1Fade )); float4 appendResult14_g12127 = (float4(lerpResult12_g12127 , break6_g12127.a)); float4 staticSwitch15_g12127 = appendResult14_g12127; #else float4 staticSwitch15_g12127 = temp_output_5_0_g12127; #endif float4 temp_output_5_0_g12123 = staticSwitch15_g12127; #ifdef _ENABLETEXTURELAYER2_ON float4 break6_g12123 = temp_output_5_0_g12123; float3 appendResult11_g12123 = (float3(break6_g12123.r , break6_g12123.g , break6_g12123.b)); float temp_output_27_0_g12123 = temp_output_40_0_g12075; #ifdef _TEXTURELAYER2SCROLLTOGGLE_ON float2 staticSwitch73_g12123 = ( _TextureLayer2Offset + ( _TextureLayer2ScrollSpeed * temp_output_27_0_g12123 ) ); #else float2 staticSwitch73_g12123 = _TextureLayer2Offset; #endif float2 temp_output_72_0_g12123 = ( ( _TextureLayer2Scale * temp_output_41_0_g12075 ) - staticSwitch73_g12123 ); float2 temp_cast_82 = (_TextureLayer2EdgeClip).xx; float2 UV10_g12124 = ( ( ( ( ( ( ( ( ( temp_output_72_0_g12123 % 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_g12124 = _TextureLayer2Columns; int Height10_g12124 = _TextureLayer2Rows; float Tile10_g12124 = round( ( ( _TextureLayer2Speed * temp_output_27_0_g12123 ) + _TextureLayer2StartFrame ) ); float2 Invert10_g12124 = float2( 0,1 ); float2 localMyCustomExpression10_g12124 = MyCustomExpression10_g12124( UV10_g12124 , Width10_g12124 , Height10_g12124 , Tile10_g12124 , Invert10_g12124 ); #ifdef _TEXTURELAYER2SHEETTOGGLE_ON float2 staticSwitch20_g12123 = localMyCustomExpression10_g12124; #else float2 staticSwitch20_g12123 = temp_output_72_0_g12123; #endif float4 tex2DNode3_g12123 = tex2D( _TextureLayer2Texture, staticSwitch20_g12123 ); float3 appendResult13_g12123 = (float3(tex2DNode3_g12123.r , tex2DNode3_g12123.g , tex2DNode3_g12123.b)); float3 appendResult18_g12123 = (float3(_TextureLayer2Color.r , _TextureLayer2Color.g , _TextureLayer2Color.b)); float3 temp_output_16_0_g12123 = ( appendResult13_g12123 * appendResult18_g12123 ); float4 break2_g12125 = temp_output_5_0_g12123; #ifdef _TEXTURELAYER2CONTRASTTOGGLE_ON float3 staticSwitch84_g12123 = ( pow( ( ( break2_g12125.x + break2_g12125.x + break2_g12125.y + break2_g12125.y + break2_g12125.y + break2_g12125.z ) / 6.0 ) , max( _TextureLayer2Contrast , 0.001 ) ) * temp_output_16_0_g12123 ); #else float3 staticSwitch84_g12123 = temp_output_16_0_g12123; #endif float3 lerpResult12_g12123 = lerp( appendResult11_g12123 , staticSwitch84_g12123 , ( tex2DNode3_g12123.a * _TextureLayer2Fade )); float4 appendResult14_g12123 = (float4(lerpResult12_g12123 , break6_g12123.a)); float4 staticSwitch15_g12123 = appendResult14_g12123; #else float4 staticSwitch15_g12123 = temp_output_5_0_g12123; #endif float4 temp_output_473_0 = staticSwitch15_g12123; #ifdef _ENABLEFULLDISTORTION_ON float4 break4_g12131 = temp_output_473_0; float fullDistortionAlpha164 = _FullDistortionFade; float4 appendResult5_g12131 = (float4(break4_g12131.r , break4_g12131.g , break4_g12131.b , ( break4_g12131.a * fullDistortionAlpha164 ))); float4 staticSwitch77 = appendResult5_g12131; #else float4 staticSwitch77 = temp_output_473_0; #endif #ifdef _ENABLEDIRECTIONALDISTORTION_ON float4 break4_g12132 = staticSwitch77; float directionalDistortionAlpha167 = (( _DirectionalDistortionInvert )?( ( 1.0 - clampResult154_g11668 ) ):( clampResult154_g11668 )); float4 appendResult5_g12132 = (float4(break4_g12132.r , break4_g12132.g , break4_g12132.b , ( break4_g12132.a * directionalDistortionAlpha167 ))); float4 staticSwitch75 = appendResult5_g12132; #else float4 staticSwitch75 = staticSwitch77; #endif float4 temp_output_1_0_g12133 = staticSwitch75; float4 temp_output_1_0_g12134 = temp_output_1_0_g12133; #ifdef _ENABLEFULLALPHADISSOLVE_ON float temp_output_53_0_g12134 = max( _FullAlphaDissolveWidth , 0.001 ); #endif float2 temp_output_18_0_g12133 = shaderPosition235; #ifdef _ENABLEFULLALPHADISSOLVE_ON float linValue16_g12135 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g12133 * _FullAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g12135 = MyCustomExpression16_g12135( linValue16_g12135 ); float clampResult17_g12134 = clamp( ( ( ( _FullAlphaDissolveFade * ( 1.0 + temp_output_53_0_g12134 ) ) - localMyCustomExpression16_g12135 ) / temp_output_53_0_g12134 ) , 0.0 , 1.0 ); float4 appendResult3_g12134 = (float4((temp_output_1_0_g12134).rgb , ( temp_output_1_0_g12134.a * clampResult17_g12134 ))); float4 staticSwitch3_g12133 = appendResult3_g12134; #else float4 staticSwitch3_g12133 = temp_output_1_0_g12133; #endif #ifdef _ENABLEFULLGLOWDISSOLVE_ON float linValue16_g12143 = tex2D( _UberNoiseTexture, ( temp_output_18_0_g12133 * _FullGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g12143 = MyCustomExpression16_g12143( linValue16_g12143 ); float temp_output_5_0_g12142 = localMyCustomExpression16_g12143; float temp_output_61_0_g12142 = step( temp_output_5_0_g12142 , _FullGlowDissolveFade ); float temp_output_53_0_g12142 = max( ( _FullGlowDissolveFade * _FullGlowDissolveWidth ) , 0.001 ); float4 temp_output_1_0_g12142 = staticSwitch3_g12133; float4 appendResult3_g12142 = (float4(( ( (_FullGlowDissolveEdgeColor).rgb * ( temp_output_61_0_g12142 - step( temp_output_5_0_g12142 , ( ( _FullGlowDissolveFade * ( 1.01 + temp_output_53_0_g12142 ) ) - temp_output_53_0_g12142 ) ) ) ) + (temp_output_1_0_g12142).rgb ) , ( temp_output_1_0_g12142.a * temp_output_61_0_g12142 ))); float4 staticSwitch5_g12133 = appendResult3_g12142; #else float4 staticSwitch5_g12133 = staticSwitch3_g12133; #endif #ifdef _ENABLESOURCEALPHADISSOLVE_ON float4 temp_output_1_0_g12144 = staticSwitch5_g12133; float2 temp_output_76_0_g12144 = temp_output_18_0_g12133; float linValue16_g12145 = tex2D( _UberNoiseTexture, ( temp_output_76_0_g12144 * _SourceAlphaDissolveNoiseScale ) ).r; float localMyCustomExpression16_g12145 = MyCustomExpression16_g12145( linValue16_g12145 ); float clampResult17_g12144 = clamp( ( ( _SourceAlphaDissolveFade - ( distance( _SourceAlphaDissolvePosition , temp_output_76_0_g12144 ) + ( localMyCustomExpression16_g12145 * _SourceAlphaDissolveNoiseFactor ) ) ) / max( _SourceAlphaDissolveWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g12144 = (float4((temp_output_1_0_g12144).rgb , ( temp_output_1_0_g12144.a * (( _SourceAlphaDissolveInvert )?( ( 1.0 - clampResult17_g12144 ) ):( clampResult17_g12144 )) ))); float4 staticSwitch8_g12133 = appendResult3_g12144; #else float4 staticSwitch8_g12133 = staticSwitch5_g12133; #endif #ifdef _ENABLESOURCEGLOWDISSOLVE_ON float2 temp_output_90_0_g12140 = temp_output_18_0_g12133; float linValue16_g12141 = tex2D( _UberNoiseTexture, ( temp_output_90_0_g12140 * _SourceGlowDissolveNoiseScale ) ).r; float localMyCustomExpression16_g12141 = MyCustomExpression16_g12141( linValue16_g12141 ); float temp_output_65_0_g12140 = ( distance( _SourceGlowDissolvePosition , temp_output_90_0_g12140 ) + ( localMyCustomExpression16_g12141 * _SourceGlowDissolveNoiseFactor ) ); float temp_output_75_0_g12140 = step( temp_output_65_0_g12140 , _SourceGlowDissolveFade ); float temp_output_76_0_g12140 = step( temp_output_65_0_g12140 , ( _SourceGlowDissolveFade - max( _SourceGlowDissolveWidth , 0.001 ) ) ); float4 temp_output_1_0_g12140 = staticSwitch8_g12133; float4 appendResult3_g12140 = (float4(( ( max( ( temp_output_75_0_g12140 - temp_output_76_0_g12140 ) , 0.0 ) * (_SourceGlowDissolveEdgeColor).rgb ) + (temp_output_1_0_g12140).rgb ) , ( temp_output_1_0_g12140.a * (( _SourceGlowDissolveInvert )?( ( 1.0 - temp_output_76_0_g12140 ) ):( temp_output_75_0_g12140 )) ))); float4 staticSwitch9_g12133 = appendResult3_g12140; #else float4 staticSwitch9_g12133 = staticSwitch8_g12133; #endif #ifdef _ENABLEDIRECTIONALALPHAFADE_ON float4 temp_output_1_0_g12136 = staticSwitch9_g12133; float2 temp_output_161_0_g12136 = temp_output_18_0_g12133; float3 rotatedValue136_g12136 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_161_0_g12136 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalAlphaFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g12136 = rotatedValue136_g12136; float linValue16_g12137 = tex2D( _UberNoiseTexture, ( temp_output_161_0_g12136 * _DirectionalAlphaFadeNoiseScale ) ).r; float localMyCustomExpression16_g12137 = MyCustomExpression16_g12137( linValue16_g12137 ); float clampResult154_g12136 = clamp( ( ( break130_g12136.x + break130_g12136.y + _DirectionalAlphaFadeFade + ( localMyCustomExpression16_g12137 * _DirectionalAlphaFadeNoiseFactor ) ) / max( _DirectionalAlphaFadeWidth , 0.001 ) ) , 0.0 , 1.0 ); float4 appendResult3_g12136 = (float4((temp_output_1_0_g12136).rgb , ( temp_output_1_0_g12136.a * (( _DirectionalAlphaFadeInvert )?( ( 1.0 - clampResult154_g12136 ) ):( clampResult154_g12136 )) ))); float4 staticSwitch11_g12133 = appendResult3_g12136; #else float4 staticSwitch11_g12133 = staticSwitch9_g12133; #endif #ifdef _ENABLEDIRECTIONALGLOWFADE_ON float2 temp_output_171_0_g12138 = temp_output_18_0_g12133; float3 rotatedValue136_g12138 = RotateAroundAxis( float3( 0,0,0 ), float3( temp_output_171_0_g12138 , 0.0 ), float3( 0,0,1 ), ( ( ( _DirectionalGlowFadeRotation / 180.0 ) + -0.25 ) * UNITY_PI ) ); float3 break130_g12138 = rotatedValue136_g12138; float linValue16_g12139 = tex2D( _UberNoiseTexture, ( temp_output_171_0_g12138 * _DirectionalGlowFadeNoiseScale ) ).r; float localMyCustomExpression16_g12139 = MyCustomExpression16_g12139( linValue16_g12139 ); float temp_output_168_0_g12138 = max( ( ( break130_g12138.x + break130_g12138.y + _DirectionalGlowFadeFade + ( localMyCustomExpression16_g12139 * _DirectionalGlowFadeNoiseFactor ) ) / max( _DirectionalGlowFadeWidth , 0.001 ) ) , 0.0 ); float temp_output_161_0_g12138 = step( 0.1 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g12138 ) ):( temp_output_168_0_g12138 )) ); float4 temp_output_1_0_g12138 = staticSwitch11_g12133; float clampResult154_g12138 = clamp( temp_output_161_0_g12138 , 0.0 , 1.0 ); float4 appendResult3_g12138 = (float4(( ( (_DirectionalGlowFadeEdgeColor).rgb * ( temp_output_161_0_g12138 - step( 1.0 , (( _DirectionalGlowFadeInvert )?( ( 1.0 - temp_output_168_0_g12138 ) ):( temp_output_168_0_g12138 )) ) ) ) + (temp_output_1_0_g12138).rgb ) , ( temp_output_1_0_g12138.a * clampResult154_g12138 ))); float4 staticSwitch15_g12133 = appendResult3_g12138; #else float4 staticSwitch15_g12133 = staticSwitch11_g12133; #endif #ifdef _ENABLEHALFTONE_ON float4 temp_output_1_0_g12146 = staticSwitch15_g12133; float2 temp_output_126_0_g12146 = temp_output_18_0_g12133; float temp_output_121_0_g12146 = max( ( ( _HalftoneFade - distance( _HalftonePosition , temp_output_126_0_g12146 ) ) / max( 0.01 , _HalftoneFadeWidth ) ) , 0.0 ); float2 appendResult11_g12147 = (float2(temp_output_121_0_g12146 , temp_output_121_0_g12146)); float temp_output_17_0_g12147 = length( ( (( ( abs( temp_output_126_0_g12146 ) * _HalftoneTiling ) % float2( 1,1 ) )*2.0 + -1.0) / appendResult11_g12147 ) ); float clampResult17_g12146 = clamp( saturate( ( ( 1.0 - temp_output_17_0_g12147 ) / fwidth( temp_output_17_0_g12147 ) ) ) , 0.0 , 1.0 ); float4 appendResult3_g12146 = (float4((temp_output_1_0_g12146).rgb , ( temp_output_1_0_g12146.a * (( _HalftoneInvert )?( ( 1.0 - clampResult17_g12146 ) ):( clampResult17_g12146 )) ))); float4 staticSwitch13_g12133 = appendResult3_g12146; #else float4 staticSwitch13_g12133 = staticSwitch15_g12133; #endif #ifdef _ENABLEADDCOLOR_ON float3 temp_output_3_0_g12149 = (_AddColorColor).rgb; float2 uv_AddColorMask = IN.texcoord.xy * _AddColorMask_ST.xy + _AddColorMask_ST.zw; float4 tex2DNode19_g12149 = tex2D( _AddColorMask, uv_AddColorMask ); #ifdef _ADDCOLORMASKTOGGLE_ON float3 staticSwitch16_g12149 = ( temp_output_3_0_g12149 * ( (tex2DNode19_g12149).rgb * tex2DNode19_g12149.a ) ); #else float3 staticSwitch16_g12149 = temp_output_3_0_g12149; #endif float4 temp_output_1_0_g12149 = staticSwitch13_g12133; float4 break2_g12151 = temp_output_1_0_g12149; #ifdef _ADDCOLORCONTRASTTOGGLE_ON float3 staticSwitch17_g12149 = ( staticSwitch16_g12149 * pow( ( ( break2_g12151.x + break2_g12151.x + break2_g12151.y + break2_g12151.y + break2_g12151.y + break2_g12151.z ) / 6.0 ) , max( _AddColorContrast , 0.001 ) ) ); #else float3 staticSwitch17_g12149 = staticSwitch16_g12149; #endif float4 appendResult6_g12149 = (float4(( ( staticSwitch17_g12149 * _AddColorFade ) + (temp_output_1_0_g12149).rgb ) , temp_output_1_0_g12149.a)); float4 staticSwitch5_g12148 = appendResult6_g12149; #else float4 staticSwitch5_g12148 = staticSwitch13_g12133; #endif #ifdef _ENABLEALPHATINT_ON float4 temp_output_1_0_g12152 = staticSwitch5_g12148; float3 lerpResult4_g12152 = lerp( (temp_output_1_0_g12152).rgb , (_AlphaTintColor).rgb , ( ( 1.0 - temp_output_1_0_g12152.a ) * step( _AlphaTintMinAlpha , temp_output_1_0_g12152.a ) * _AlphaTintFade )); float4 appendResult13_g12152 = (float4(lerpResult4_g12152 , temp_output_1_0_g12152.a)); float4 staticSwitch11_g12148 = appendResult13_g12152; #else float4 staticSwitch11_g12148 = staticSwitch5_g12148; #endif #ifdef _ENABLESTRONGTINT_ON float4 temp_output_1_0_g12153 = staticSwitch11_g12148; float3 temp_output_6_0_g12153 = (_StrongTintTint).rgb; float2 uv_StrongTintMask = IN.texcoord.xy * _StrongTintMask_ST.xy + _StrongTintMask_ST.zw; float4 tex2DNode23_g12153 = tex2D( _StrongTintMask, uv_StrongTintMask ); #ifdef _STRONGTINTMASKTOGGLE_ON float3 staticSwitch21_g12153 = ( temp_output_6_0_g12153 * ( (tex2DNode23_g12153).rgb * tex2DNode23_g12153.a ) ); #else float3 staticSwitch21_g12153 = temp_output_6_0_g12153; #endif float4 break2_g12155 = temp_output_1_0_g12153; #ifdef _STRONGTINTCONTRASTTOGGLE_ON float3 staticSwitch22_g12153 = ( pow( ( ( break2_g12155.x + break2_g12155.x + break2_g12155.y + break2_g12155.y + break2_g12155.y + break2_g12155.z ) / 6.0 ) , max( _StrongTintContrast , 0.001 ) ) * staticSwitch21_g12153 ); #else float3 staticSwitch22_g12153 = staticSwitch21_g12153; #endif float3 lerpResult7_g12153 = lerp( (temp_output_1_0_g12153).rgb , staticSwitch22_g12153 , _StrongTintFade); float4 appendResult9_g12153 = (float4(lerpResult7_g12153 , (temp_output_1_0_g12153).a)); float4 staticSwitch7_g12148 = appendResult9_g12153; #else float4 staticSwitch7_g12148 = staticSwitch11_g12148; #endif float4 temp_output_2_0_g12156 = staticSwitch7_g12148; #ifdef _ENABLESHADOW_ON float4 break4_g12158 = temp_output_2_0_g12156; float3 appendResult5_g12158 = (float3(break4_g12158.r , break4_g12158.g , break4_g12158.b)); float2 appendResult2_g12157 = (float2(_MainTex_TexelSize.z , _MainTex_TexelSize.w)); float4 appendResult85_g12156 = (float4(_ShadowColor.r , _ShadowColor.g , _ShadowColor.b , ( _ShadowFade * tex2D( _MainTex, ( finalUV146 - ( ( 100.0 / appendResult2_g12157 ) * _ShadowOffset ) ) ).a ))); float4 break6_g12158 = appendResult85_g12156; float3 appendResult7_g12158 = (float3(break6_g12158.r , break6_g12158.g , break6_g12158.b)); float temp_output_11_0_g12158 = ( ( 1.0 - break4_g12158.a ) * break6_g12158.a ); float temp_output_32_0_g12158 = ( break4_g12158.a + temp_output_11_0_g12158 ); float4 appendResult18_g12158 = (float4(( ( ( appendResult5_g12158 * break4_g12158.a ) + ( appendResult7_g12158 * temp_output_11_0_g12158 ) ) * ( 1.0 / max( temp_output_32_0_g12158 , 0.01 ) ) ) , temp_output_32_0_g12158)); float4 staticSwitch82_g12156 = appendResult18_g12158; #else float4 staticSwitch82_g12156 = temp_output_2_0_g12156; #endif float4 break4_g12159 = staticSwitch82_g12156; #ifdef _ENABLECUSTOMFADE_ON float staticSwitch8_g11894 = 1.0; #else float staticSwitch8_g11894 = IN.color.a; #endif #ifdef _ENABLESMOKE_ON float staticSwitch9_g11894 = 1.0; #else float staticSwitch9_g11894 = staticSwitch8_g11894; #endif float customVertexAlpha193 = staticSwitch9_g11894; float4 appendResult5_g12159 = (float4(break4_g12159.r , break4_g12159.g , break4_g12159.b , ( break4_g12159.a * customVertexAlpha193 ))); float4 temp_output_344_0 = appendResult5_g12159; float4 temp_output_1_0_g12160 = temp_output_344_0; float4 appendResult8_g12160 = (float4(( (temp_output_1_0_g12160).rgb * (IN.color).rgb ) , temp_output_1_0_g12160.a)); #ifdef _VERTEXTINTFIRST_ON float4 staticSwitch342 = temp_output_344_0; #else float4 staticSwitch342 = appendResult8_g12160; #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_g12167 = staticSwitch143; #ifdef _BAKEDMATERIAL_ON float4 appendResult2_g12167 = (float4(( (temp_output_7_0_g12167).rgb / max( temp_output_7_0_g12167.a , 1E-05 ) ) , temp_output_7_0_g12167.a)); float4 staticSwitch6_g12167 = appendResult2_g12167; #else float4 staticSwitch6_g12167 = temp_output_7_0_g12167; #endif fixed4 c = staticSwitch6_g12167; c.rgb *= c.a; return c; } ENDCG } } CustomEditor "SpriteShadersUltimate.SSUShaderGUI" Fallback Off } /*ASEBEGIN Version=19108 Node;AmplifyShaderEditor.TemplateShaderPropertyNode;30;1182.59,1001.108;Inherit;False;0;0;_MainTex;Shader;False;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RelayNode;105;1425.709,1004.581;Inherit;False;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 Node;AmplifyShaderEditor.RegisterLocalVarNode;157;1638.393,1000.485;Inherit;False;spriteTexture;-1;True;1;0;SAMPLER2D;;False;1;SAMPLER2D;0 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