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Div_Main.shader
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// Made with Amplify Shader Editor v1.9.3.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "VoyVivika/Legacy/VivikaShader"
{
Properties
{
[Enum(Off,0,Front,1,Back,2)]_CullMode("Cull Mode", Float) = 0
_MinBrightness("Min Brightness", Range( 0 , 1)) = 0
_IndirectDiffuseOffset("Indirect Light Min", Range( 0 , 1)) = 0
_IndirectDiffuseOffsetMax("Indirect Light Max", Range( 0 , 1)) = 0
[ToggleUI]_IndirLightUseMinforMax("Use Min for Max", Float) = 1
[Enum(Clamp,0,Remap,1)]_IndirectLimiterMode("Indirect Limiter Mode", Float) = 0
_WrappedShadingValue("Wrapped Shading Value", Float) = 1
_WrapIndirScale("Indirect Light Scale", Float) = 3
_Albedo("Albedo", 2D) = "black" {}
_NormalMap("Normal Map", 2D) = "bump" {}
[SingleLineTexture]_MetallicGlossMap("Unity Metallic", 2D) = "black" {}
_WrapMetallicFesnelScale("Metallic Fesnel Scale", Float) = 1
_MetallicFresnelPower("Metallic Fresnel Power", Float) = 3
_AmbientOcclusion("Ambient Occlusion", 2D) = "white" {}
_AOStrength("AO Strength", Range( 0 , 1)) = 1
[ToggleUI]_RealAO("Real AO", Float) = 0
[Header(AudioLink)][ToggleUI]_EnableAudioLink("Enable AudioLink", Range( 0 , 1)) = 0
[ToggleUI]_ALEmitifInactive("AL Emit if Inactive", Float) = 0
_AL_Mask("AudioLink Mask", 2D) = "black" {}
[SingleLineTexture]_ALDelayMap("AudioLink Delay Tex Map", 2D) = "black" {}
[Enum(UV0,0,UV1,1,UV2,2,UV3,3,Screen Space,8)]_ALDelayUVMap("AL Delay UV Map", Float) = 2
_ALUVDelayMaxDelay("AL UV Delay Max Delay", Range( 0 , 127)) = 0
_ALTimeScale("AL HueShift Time Scale", Float) = 0
_Emission("Emission", 2D) = "black" {}
_EmissionStrength("Emission Strength", Range( 0 , 1)) = 0
[ToggleUI]_EnableRimLighting("Enable Rim Lighting", Range( 0 , 1)) = 1
_RimPower("Rim Power", Range( 0 , 10)) = 2.07
_RimEnergy("Rim Energy", Range( 0 , 1)) = 0.345
_RimBaseColorStrength("Rim Base Color Strength", Range( 0 , 1)) = 1
[Header(UV Tile Discarding)][Enum(UV0,0,UV1,1,UV2,2,UV3,3)]_DiscardUVMap("Discard UV Map", Float) = 1
[ToggleUI]_DiscardUVTile00("Discard UV Tile 0,0", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile01("Discard UV Tile 0,1", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile02("Discard UV Tile 0,2", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile03("Discard UV Tile 0,3", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile10("Discard UV Tile 1,0", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile11("Discard UV Tile 1,1", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile12("Discard UV Tile 1,2", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile13("Discard UV Tile 1,3", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile20("Discard UV Tile 2,0", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile21("Discard UV Tile 2,1", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile22("Discard UV Tile 2,2", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile23("Discard UV Tile 2,3", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile31("Discard UV Tile 3,1", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile30("Discard UV Tile 3,0", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile32("Discard UV Tile 3,2", Range( 0 , 1)) = 0
[ToggleUI]_DiscardUVTile33("Discard UV Tile 3,3", Range( 0 , 1)) = 0
[Header(Standard Fallbacks)][SingleLineTexture]_MainTex("Fallback Albedo", 2D) = "white" {}
_Color("Fallback Color", Color) = (1,1,1,0)
[SingleLineTexture]_EmissionMap("Fallback Emission Map", 2D) = "white" {}
_EmissionColor("Fallback Emission Color", Color) = (0,0,0,0)
[SingleLineTexture]_BumpMap("Fallback Normal Map", 2D) = "bump" {}
[HideInInspector] _texcoord3( "", 2D ) = "white" {}
[HideInInspector] _texcoord2( "", 2D ) = "white" {}
[HideInInspector] _texcoord4( "", 2D ) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" "VRCFallback"="DoubleSided" }
Cull [_CullMode]
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "UnityShaderVariables.cginc"
#include "UnityCG.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#include "Libs\AudioLink\AudioLink.cginc"
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float2 uv_texcoord;
float2 uv2_texcoord2;
float2 uv3_texcoord3;
float2 uv4_texcoord4;
float4 screenPos;
float3 worldPos;
half3 worldNormal;
INTERNAL_DATA
half3 worldRefl;
};
struct SurfaceOutputCustomLightingCustom
{
half3 Albedo;
half3 Normal;
half3 Emission;
half Metallic;
half Smoothness;
half Occlusion;
half Alpha;
Input SurfInput;
UnityGIInput GIData;
};
uniform sampler2D _EmissionMap;
uniform sampler2D _MainTex;
uniform half4 _EmissionColor;
uniform half4 _Color;
uniform sampler2D _BumpMap;
uniform half _CullMode;
uniform half _DiscardUVTile00;
uniform half _DiscardUVMap;
uniform half _DiscardUVTile01;
uniform half _DiscardUVTile02;
uniform half _DiscardUVTile03;
uniform half _DiscardUVTile10;
uniform half _DiscardUVTile11;
uniform half _DiscardUVTile12;
uniform half _DiscardUVTile13;
uniform half _DiscardUVTile20;
uniform half _DiscardUVTile21;
uniform half _DiscardUVTile22;
uniform half _DiscardUVTile23;
uniform half _DiscardUVTile30;
uniform half _DiscardUVTile31;
uniform half _DiscardUVTile32;
uniform half _DiscardUVTile33;
uniform sampler2D _Albedo;
uniform half4 _Albedo_ST;
uniform sampler2D _AmbientOcclusion;
uniform half4 _AmbientOcclusion_ST;
uniform half _AOStrength;
uniform half _RealAO;
uniform half _EnableAudioLink;
uniform sampler2D _AL_Mask;
uniform half4 _AL_Mask_ST;
uniform half _ALTimeScale;
uniform sampler2D _ALDelayMap;
uniform half _ALDelayUVMap;
uniform half _ALUVDelayMaxDelay;
uniform half _ALEmitifInactive;
uniform sampler2D _Emission;
uniform half4 _Emission_ST;
uniform half _EmissionStrength;
uniform half _EnableRimLighting;
uniform sampler2D _NormalMap;
uniform half4 _NormalMap_ST;
uniform float _RimPower;
uniform half _RimEnergy;
uniform half _RimBaseColorStrength;
uniform half _IndirectDiffuseOffsetMax;
uniform half _IndirectDiffuseOffset;
uniform half _IndirLightUseMinforMax;
uniform half _WrappedShadingValue;
uniform half _IndirectLimiterMode;
uniform half _WrapIndirScale;
uniform half _MinBrightness;
uniform sampler2D _MetallicGlossMap;
uniform half4 _MetallicGlossMap_ST;
uniform half _WrapMetallicFesnelScale;
uniform half _MetallicFresnelPower;
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 );
}
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);
}
inline half AudioLinkData3_g955( int Band, int Delay )
{
return AudioLinkData( ALPASS_AUDIOLINK + uint2( Delay, Band ) ).rrrr;
}
half IfAudioLinkv2Exists1_g957( )
{
int w = 0;
int h;
int res = 0;
#ifndef SHADER_TARGET_SURFACE_ANALYSIS
_AudioTexture.GetDimensions(w, h);
#endif
if (w == 128) res = 1;
return res;
}
inline half AudioLinkData3_g960( int Band, int Delay )
{
return AudioLinkData( ALPASS_AUDIOLINK + uint2( Delay, Band ) ).rrrr;
}
half IfAudioLinkv2Exists1_g962( )
{
int w = 0;
int h;
int res = 0;
#ifndef SHADER_TARGET_SURFACE_ANALYSIS
_AudioTexture.GetDimensions(w, h);
#endif
if (w == 128) res = 1;
return res;
}
inline half AudioLinkData3_g965( int Band, int Delay )
{
return AudioLinkData( ALPASS_AUDIOLINK + uint2( Delay, Band ) ).rrrr;
}
half IfAudioLinkv2Exists1_g967( )
{
int w = 0;
int h;
int res = 0;
#ifndef SHADER_TARGET_SURFACE_ANALYSIS
_AudioTexture.GetDimensions(w, h);
#endif
if (w == 128) res = 1;
return res;
}
inline half AudioLinkData3_g970( int Band, int Delay )
{
return AudioLinkData( ALPASS_AUDIOLINK + uint2( Delay, Band ) ).rrrr;
}
half IfAudioLinkv2Exists1_g972( )
{
int w = 0;
int h;
int res = 0;
#ifndef SHADER_TARGET_SURFACE_ANALYSIS
_AudioTexture.GetDimensions(w, h);
#endif
if (w == 128) res = 1;
return res;
}
half IfAudioLinkv2Exists1_g952( )
{
int w = 0;
int h;
int res = 0;
#ifndef SHADER_TARGET_SURFACE_ANALYSIS
_AudioTexture.GetDimensions(w, h);
#endif
if (w == 128) res = 1;
return res;
}
half3 ShadeSH97_g949( half4 Normal )
{
return ShadeSH9(Normal);
}
void vertexDataFunc( inout appdata_full v, out Input o )
{
UNITY_INITIALIZE_OUTPUT( Input, o );
half2 break63_g993 = floor( half2( 0,0 ) );
half temp_output_8_0_g978 = 0.0;
half temp_output_26_0_g974 = _DiscardUVMap;
half temp_output_7_0_g978 = temp_output_26_0_g974;
half2 lerpResult6_g978 = lerp( half2( 0,0 ) , v.texcoord.xy , ( step( temp_output_8_0_g978 , temp_output_7_0_g978 ) * step( temp_output_7_0_g978 , temp_output_8_0_g978 ) ));
half temp_output_8_0_g975 = 1.0;
half temp_output_7_0_g975 = temp_output_26_0_g974;
half2 lerpResult6_g975 = lerp( half2( 0,0 ) , v.texcoord1.xy , ( step( temp_output_8_0_g975 , temp_output_7_0_g975 ) * step( temp_output_7_0_g975 , temp_output_8_0_g975 ) ));
half temp_output_8_0_g976 = 2.0;
half temp_output_7_0_g976 = temp_output_26_0_g974;
half2 lerpResult6_g976 = lerp( half2( 0,0 ) , v.texcoord2.xy , ( step( temp_output_8_0_g976 , temp_output_7_0_g976 ) * step( temp_output_7_0_g976 , temp_output_8_0_g976 ) ));
half temp_output_8_0_g977 = 3.0;
half temp_output_7_0_g977 = temp_output_26_0_g974;
half2 lerpResult6_g977 = lerp( half2( 0,0 ) , v.texcoord3.xy , ( step( temp_output_8_0_g977 , temp_output_7_0_g977 ) * step( temp_output_7_0_g977 , temp_output_8_0_g977 ) ));
half2 DiscardUV200 = ( lerpResult6_g978 + lerpResult6_g975 + lerpResult6_g976 + lerpResult6_g977 );
half2 temp_output_99_0_g979 = DiscardUV200;
half2 break61_g993 = temp_output_99_0_g979;
half2 break63_g995 = floor( half2( 0,1 ) );
half2 break61_g995 = temp_output_99_0_g979;
half2 break63_g992 = floor( half2( 0,2 ) );
half2 break61_g992 = temp_output_99_0_g979;
half2 break63_g991 = floor( half2( 0,3 ) );
half2 break61_g991 = temp_output_99_0_g979;
half2 break63_g994 = floor( half2( 1,0 ) );
half2 break61_g994 = temp_output_99_0_g979;
half2 break63_g988 = floor( half2( 1,1 ) );
half2 break61_g988 = temp_output_99_0_g979;
half2 break63_g989 = floor( half2( 1,2 ) );
half2 break61_g989 = temp_output_99_0_g979;
half2 break63_g990 = floor( half2( 1,3 ) );
half2 break61_g990 = temp_output_99_0_g979;
half2 break63_g987 = floor( half2( 2,0 ) );
half2 break61_g987 = temp_output_99_0_g979;
half2 break63_g986 = floor( half2( 2,1 ) );
half2 break61_g986 = temp_output_99_0_g979;
half2 break63_g985 = floor( half2( 2,2 ) );
half2 break61_g985 = temp_output_99_0_g979;
half2 break63_g984 = floor( half2( 2,3 ) );
half2 break61_g984 = temp_output_99_0_g979;
half2 break63_g980 = floor( half2( 3,0 ) );
half2 break61_g980 = temp_output_99_0_g979;
half2 break63_g981 = floor( half2( 3,1 ) );
half2 break61_g981 = temp_output_99_0_g979;
half2 break63_g982 = floor( half2( 3,2 ) );
half2 break61_g982 = temp_output_99_0_g979;
half2 break63_g983 = floor( half2( 3,3 ) );
half2 break61_g983 = temp_output_99_0_g979;
half UVTileDiscard192 = ( step( 1.0 , ( ( ( saturate( _DiscardUVTile00 ) * saturate( ( step( break63_g993.x , break61_g993.x ) * step( break61_g993.x , ( break63_g993.x + 0.9999999 ) ) * step( break63_g993.y , break61_g993.y ) * step( break61_g993.y , ( break63_g993.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile01 ) * saturate( ( step( break63_g995.x , break61_g995.x ) * step( break61_g995.x , ( break63_g995.x + 0.9999999 ) ) * step( break63_g995.y , break61_g995.y ) * step( break61_g995.y , ( break63_g995.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile02 ) * saturate( ( step( break63_g992.x , break61_g992.x ) * step( break61_g992.x , ( break63_g992.x + 0.9999999 ) ) * step( break63_g992.y , break61_g992.y ) * step( break61_g992.y , ( break63_g992.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile03 ) * saturate( ( step( break63_g991.x , break61_g991.x ) * step( break61_g991.x , ( break63_g991.x + 0.9999999 ) ) * step( break63_g991.y , break61_g991.y ) * step( break61_g991.y , ( break63_g991.y + 0.9999999 ) ) ) ) ) ) + ( ( saturate( _DiscardUVTile10 ) * saturate( ( step( break63_g994.x , break61_g994.x ) * step( break61_g994.x , ( break63_g994.x + 0.9999999 ) ) * step( break63_g994.y , break61_g994.y ) * step( break61_g994.y , ( break63_g994.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile11 ) * saturate( ( step( break63_g988.x , break61_g988.x ) * step( break61_g988.x , ( break63_g988.x + 0.9999999 ) ) * step( break63_g988.y , break61_g988.y ) * step( break61_g988.y , ( break63_g988.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile12 ) * saturate( ( step( break63_g989.x , break61_g989.x ) * step( break61_g989.x , ( break63_g989.x + 0.9999999 ) ) * step( break63_g989.y , break61_g989.y ) * step( break61_g989.y , ( break63_g989.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile13 ) * saturate( ( step( break63_g990.x , break61_g990.x ) * step( break61_g990.x , ( break63_g990.x + 0.9999999 ) ) * step( break63_g990.y , break61_g990.y ) * step( break61_g990.y , ( break63_g990.y + 0.9999999 ) ) ) ) ) ) + ( ( saturate( _DiscardUVTile20 ) * saturate( ( step( break63_g987.x , break61_g987.x ) * step( break61_g987.x , ( break63_g987.x + 0.9999999 ) ) * step( break63_g987.y , break61_g987.y ) * step( break61_g987.y , ( break63_g987.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile21 ) * saturate( ( step( break63_g986.x , break61_g986.x ) * step( break61_g986.x , ( break63_g986.x + 0.9999999 ) ) * step( break63_g986.y , break61_g986.y ) * step( break61_g986.y , ( break63_g986.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile22 ) * saturate( ( step( break63_g985.x , break61_g985.x ) * step( break61_g985.x , ( break63_g985.x + 0.9999999 ) ) * step( break63_g985.y , break61_g985.y ) * step( break61_g985.y , ( break63_g985.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile23 ) * saturate( ( step( break63_g984.x , break61_g984.x ) * step( break61_g984.x , ( break63_g984.x + 0.9999999 ) ) * step( break63_g984.y , break61_g984.y ) * step( break61_g984.y , ( break63_g984.y + 0.9999999 ) ) ) ) ) ) + ( ( saturate( _DiscardUVTile30 ) * saturate( ( step( break63_g980.x , break61_g980.x ) * step( break61_g980.x , ( break63_g980.x + 0.9999999 ) ) * step( break63_g980.y , break61_g980.y ) * step( break61_g980.y , ( break63_g980.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile31 ) * saturate( ( step( break63_g981.x , break61_g981.x ) * step( break61_g981.x , ( break63_g981.x + 0.9999999 ) ) * step( break63_g981.y , break61_g981.y ) * step( break61_g981.y , ( break63_g981.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile32 ) * saturate( ( step( break63_g982.x , break61_g982.x ) * step( break61_g982.x , ( break63_g982.x + 0.9999999 ) ) * step( break63_g982.y , break61_g982.y ) * step( break61_g982.y , ( break63_g982.y + 0.9999999 ) ) ) ) ) + ( saturate( _DiscardUVTile33 ) * saturate( ( step( break63_g983.x , break61_g983.x ) * step( break61_g983.x , ( break63_g983.x + 0.9999999 ) ) * step( break63_g983.y , break61_g983.y ) * step( break61_g983.y , ( break63_g983.y + 0.9999999 ) ) ) ) ) ) ) ) == 1.0 ? ( 0.0 / 0.0 ) : 0.0 );
half3 temp_cast_0 = (UVTileDiscard192).xxx;
v.vertex.xyz += temp_cast_0;
v.vertex.w = 1;
}
inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
{
UnityGIInput data = s.GIData;
Input i = s.SurfInput;
half4 c = 0;
#ifdef UNITY_PASS_FORWARDBASE
float ase_lightAtten = data.atten;
if( _LightColor0.a == 0)
ase_lightAtten = 0;
#else
float3 ase_lightAttenRGB = gi.light.color / ( ( _LightColor0.rgb ) + 0.000001 );
float ase_lightAtten = max( max( ase_lightAttenRGB.r, ase_lightAttenRGB.g ), ase_lightAttenRGB.b );
#endif
#if defined(HANDLE_SHADOWS_BLENDING_IN_GI)
half bakedAtten = UnitySampleBakedOcclusion(data.lightmapUV.xy, data.worldPos);
float zDist = dot(_WorldSpaceCameraPos - data.worldPos, UNITY_MATRIX_V[2].xyz);
float fadeDist = UnityComputeShadowFadeDistance(data.worldPos, zDist);
ase_lightAtten = UnityMixRealtimeAndBakedShadows(data.atten, bakedAtten, UnityComputeShadowFade(fadeDist));
#endif
float3 ase_worldPos = i.worldPos;
#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
half3 ase_worldlightDir = 0;
#else //aseld
half3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
#endif //aseld
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
half3 normalMap1002 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
half3 temp_output_11_0_g944 = normalMap1002;
half3 temp_output_2_0_g946 = temp_output_11_0_g944;
half dotResult3_g948 = dot( ase_worldlightDir , (WorldNormalVector( i , temp_output_2_0_g946 )) );
half temp_output_5_0_g947 = _WrappedShadingValue;
half temp_output_15_0_g946 = saturate( ase_lightAtten );
half4 color16_g946 = IsGammaSpace() ? half4(0,0,0,0) : half4(0,0,0,0);
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
half4 ase_lightColor = 0;
#else //aselc
half4 ase_lightColor = _LightColor0;
#endif //aselc
half4 lerpResult17_g946 = lerp( color16_g946 , ase_lightColor , temp_output_15_0_g946);
half3 temp_output_1_0_g949 = temp_output_2_0_g946;
UnityGI gi2_g949 = gi;
float3 diffNorm2_g949 = normalize( WorldNormalVector( i , temp_output_1_0_g949 ) );
gi2_g949 = UnityGI_Base( data, 1, diffNorm2_g949 );
half3 indirectDiffuse2_g949 = gi2_g949.indirect.diffuse + diffNorm2_g949 * 0.0001;
half3 temp_output_34_0_g949 = saturate( indirectDiffuse2_g949 );
half4 appendResult6_g949 = (half4(( temp_output_1_0_g949 * 0.3 ) , 1.0));
half4 Normal7_g949 = appendResult6_g949;
half3 localShadeSH97_g949 = ShadeSH97_g949( Normal7_g949 );
half temp_output_9_0_g949 = _IndirectDiffuseOffset;
half3 temp_cast_17 = (temp_output_9_0_g949).xxx;
half3 temp_output_15_0_g949 = saturate( ( localShadeSH97_g949 - temp_cast_17 ) );
half temp_output_8_0_g950 = 1.0;
half temp_output_7_0_g950 = _IndirLightUseMinforMax;
half lerpResult6_g950 = lerp( _IndirectDiffuseOffsetMax , temp_output_9_0_g949 , ( step( temp_output_8_0_g950 , temp_output_7_0_g950 ) * step( temp_output_7_0_g950 , temp_output_8_0_g950 ) ));
half3 temp_output_16_0_g949 = saturate( ( localShadeSH97_g949 + lerpResult6_g950 ) );
half3 clampResult17_g949 = clamp( temp_output_34_0_g949 , temp_output_15_0_g949 , temp_output_16_0_g949 );
half3 lerpResult20_g949 = lerp( clampResult17_g949 , (temp_output_15_0_g949 + (temp_output_34_0_g949 - float3( 0,0,0 )) * (temp_output_16_0_g949 - temp_output_15_0_g949) / (float3( 1,1,1 ) - float3( 0,0,0 ))) , _IndirectLimiterMode);
half4 color4_g946 = IsGammaSpace() ? half4(1,1,1,0) : half4(1,1,1,0);
half4 temp_cast_19 = (1.0).xxxx;
half4 temp_cast_20 = (_MinBrightness).xxxx;
half4 color40_g946 = IsGammaSpace() ? half4(1,1,1,1) : half4(1,1,1,1);
half4 clampResult37_g946 = clamp( saturate( ( saturate( ( saturate( exp2( ( ( dotResult3_g948 + temp_output_5_0_g947 ) / ( 1.0 + temp_output_5_0_g947 ) ) ) ) + saturate( exp2( temp_output_15_0_g946 ) ) ) ) * saturate( ( saturate( lerpResult17_g946 ) + saturate( (saturate( ( exp2( saturate( ( half4( lerpResult20_g949 , 0.0 ) * color4_g946 ) ) ) - temp_cast_19 ) )*_WrapIndirScale + 0.0) ) ) ) ) ) , temp_cast_20 , color40_g946 );
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
half4 color8_g891 = IsGammaSpace() ? half4(1,1,1,1) : half4(1,1,1,1);
float2 uv_AmbientOcclusion = i.uv_texcoord * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
half4 temp_output_3_0_g891 = ( 1.0 - ( ( 1.0 - tex2D( _AmbientOcclusion, uv_AmbientOcclusion ) ) * _AOStrength ) );
half temp_output_9_0_g891 = _RealAO;
half4 lerpResult5_g891 = lerp( color8_g891 , temp_output_3_0_g891 , temp_output_9_0_g891);
half4 mainTex26 = ( tex2D( _Albedo, uv_Albedo ) * lerpResult5_g891 );
half3 temp_output_1_0_g945 = temp_output_11_0_g944;
float3 indirectNormal4_g945 = normalize( WorldNormalVector( i , WorldReflectionVector( i , temp_output_1_0_g945 ) ) );
float2 uv_MetallicGlossMap = i.uv_texcoord * _MetallicGlossMap_ST.xy + _MetallicGlossMap_ST.zw;
half4 tex2DNode1017 = tex2D( _MetallicGlossMap, uv_MetallicGlossMap );
half _Smoothness755 = tex2DNode1017.a;
Unity_GlossyEnvironmentData g4_g945 = UnityGlossyEnvironmentSetup( _Smoothness755, data.worldViewDir, indirectNormal4_g945, float3(0,0,0));
half3 indirectSpecular4_g945 = UnityGI_IndirectSpecular( data, 1.0, indirectNormal4_g945, g4_g945 );
half3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
half _Metalic753 = tex2DNode1017.r;
half fresnelNdotV8_g945 = dot( (WorldNormalVector( i , temp_output_1_0_g945 )), ase_worldViewDir );
half fresnelNode8_g945 = ( _Metalic753 + _WrapMetallicFesnelScale * pow( 1.0 - fresnelNdotV8_g945, _MetallicFresnelPower ) );
half4 Lighting_Wrapped1144 = ( clampResult37_g946 * ( mainTex26 + half4( ( saturate( indirectSpecular4_g945 ) * fresnelNode8_g945 ) , 0.0 ) ) );
c.rgb = Lighting_Wrapped1144.rgb;
c.a = 1;
return c;
}
inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
{
s.GIData = data;
}
void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
{
o.SurfInput = i;
o.Normal = float3(0,0,1);
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
half4 color8_g891 = IsGammaSpace() ? half4(1,1,1,1) : half4(1,1,1,1);
float2 uv_AmbientOcclusion = i.uv_texcoord * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
half4 temp_output_3_0_g891 = ( 1.0 - ( ( 1.0 - tex2D( _AmbientOcclusion, uv_AmbientOcclusion ) ) * _AOStrength ) );
half temp_output_9_0_g891 = _RealAO;
half4 lerpResult5_g891 = lerp( color8_g891 , temp_output_3_0_g891 , temp_output_9_0_g891);
half4 mainTex26 = ( tex2D( _Albedo, uv_Albedo ) * lerpResult5_g891 );
o.Albedo = mainTex26.rgb;
float2 uv_AL_Mask = i.uv_texcoord * _AL_Mask_ST.xy + _AL_Mask_ST.zw;
half4 ALMask39 = tex2D( _AL_Mask, uv_AL_Mask );
half4 temp_output_51_0_g951 = ALMask39;
half4 color42 = IsGammaSpace() ? half4(1,0,0,1) : half4(1,0,0,1);
float3 hsvTorgb4_g954 = RGBToHSV( color42.rgb );
half mulTime48 = _Time.y * _ALTimeScale;
half Time50 = frac( mulTime48 );
half temp_output_54_0_g951 = Time50;
float3 hsvTorgb8_g954 = HSVToRGB( float3(( hsvTorgb4_g954.x + temp_output_54_0_g951 ),( hsvTorgb4_g954.y + 0.0 ),( hsvTorgb4_g954.z + 0.0 )) );
half3 temp_output_5_0_g953 = saturate( hsvTorgb8_g954 );
int Band3_g955 = 0;
half temp_output_8_0_g888 = 0.0;
half temp_output_32_0_g885 = _ALDelayUVMap;
half temp_output_7_0_g888 = temp_output_32_0_g885;
half2 lerpResult6_g888 = lerp( half2( 0,0 ) , i.uv_texcoord , ( step( temp_output_8_0_g888 , temp_output_7_0_g888 ) * step( temp_output_7_0_g888 , temp_output_8_0_g888 ) ));
half temp_output_8_0_g886 = 1.0;
half temp_output_7_0_g886 = temp_output_32_0_g885;
half2 lerpResult6_g886 = lerp( half2( 0,0 ) , i.uv2_texcoord2 , ( step( temp_output_8_0_g886 , temp_output_7_0_g886 ) * step( temp_output_7_0_g886 , temp_output_8_0_g886 ) ));
half temp_output_8_0_g887 = 2.0;
half temp_output_7_0_g887 = temp_output_32_0_g885;
half2 lerpResult6_g887 = lerp( half2( 0,0 ) , i.uv3_texcoord3 , ( step( temp_output_8_0_g887 , temp_output_7_0_g887 ) * step( temp_output_7_0_g887 , temp_output_8_0_g887 ) ));
half temp_output_8_0_g889 = 3.0;
half temp_output_7_0_g889 = temp_output_32_0_g885;
half2 lerpResult6_g889 = lerp( half2( 0,0 ) , i.uv4_texcoord4 , ( step( temp_output_8_0_g889 , temp_output_7_0_g889 ) * step( temp_output_7_0_g889 , temp_output_8_0_g889 ) ));
float4 ase_screenPos = float4( i.screenPos.xyz , i.screenPos.w + 0.00000000001 );
float4 ase_screenPosNorm = ase_screenPos / ase_screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
half2 appendResult18_g885 = (half2(ase_screenPosNorm.x , ase_screenPosNorm.y));
half temp_output_8_0_g890 = 8.0;
half temp_output_7_0_g890 = temp_output_32_0_g885;
half2 lerpResult6_g890 = lerp( half2( 0,0 ) , appendResult18_g885 , ( step( temp_output_8_0_g890 , temp_output_7_0_g890 ) * step( temp_output_7_0_g890 , temp_output_8_0_g890 ) ));
half2 DelayUV2355 = ( lerpResult6_g888 + lerpResult6_g886 + lerpResult6_g887 + lerpResult6_g889 + lerpResult6_g890 );
half3 hsvTorgb2458 = RGBToHSV( tex2D( _ALDelayMap, DelayUV2355 ).rgb );
half clampResult987 = clamp( (0.0 + (hsvTorgb2458.z - 0.0) * (_ALUVDelayMaxDelay - 0.0) / (1.0 - 0.0)) , 0.0 , 127.0 );
half in_ALDelay991 = round( clampResult987 );
int temp_output_55_0_g951 = (int)in_ALDelay991;
int Delay3_g955 = temp_output_55_0_g951;
half localAudioLinkData3_g955 = AudioLinkData3_g955( Band3_g955 , Delay3_g955 );
half temp_output_8_0_g956 = 1.0;
half localIfAudioLinkv2Exists1_g957 = IfAudioLinkv2Exists1_g957();
half temp_output_7_0_g956 = saturate( ( localIfAudioLinkv2Exists1_g957 + 1.0 ) );
half3 lerpResult6_g956 = lerp( temp_output_5_0_g953 , ( temp_output_5_0_g953 * localAudioLinkData3_g955 ) , ( step( temp_output_8_0_g956 , temp_output_7_0_g956 ) * step( temp_output_7_0_g956 , temp_output_8_0_g956 ) ));
half4 color44 = IsGammaSpace() ? half4(0,0.8196079,0,1) : half4(0,0.637597,0,1);
float3 hsvTorgb4_g959 = RGBToHSV( color44.rgb );
float3 hsvTorgb8_g959 = HSVToRGB( float3(( hsvTorgb4_g959.x + temp_output_54_0_g951 ),( hsvTorgb4_g959.y + 0.0 ),( hsvTorgb4_g959.z + 0.0 )) );
half3 temp_output_5_0_g958 = saturate( hsvTorgb8_g959 );
int Band3_g960 = 2;
int Delay3_g960 = temp_output_55_0_g951;
half localAudioLinkData3_g960 = AudioLinkData3_g960( Band3_g960 , Delay3_g960 );
half temp_output_8_0_g961 = 1.0;
half localIfAudioLinkv2Exists1_g962 = IfAudioLinkv2Exists1_g962();
half temp_output_7_0_g961 = saturate( ( localIfAudioLinkv2Exists1_g962 + 0.0 ) );
half3 lerpResult6_g961 = lerp( temp_output_5_0_g958 , ( temp_output_5_0_g958 * localAudioLinkData3_g960 ) , ( step( temp_output_8_0_g961 , temp_output_7_0_g961 ) * step( temp_output_7_0_g961 , temp_output_8_0_g961 ) ));
half4 color43 = IsGammaSpace() ? half4(1,0.9294118,0,1) : half4(1,0.8468735,0,1);
float3 hsvTorgb4_g964 = RGBToHSV( color43.rgb );
float3 hsvTorgb8_g964 = HSVToRGB( float3(( hsvTorgb4_g964.x + temp_output_54_0_g951 ),( hsvTorgb4_g964.y + 0.0 ),( hsvTorgb4_g964.z + 0.0 )) );
half3 temp_output_5_0_g963 = saturate( hsvTorgb8_g964 );
int Band3_g965 = 1;
int Delay3_g965 = temp_output_55_0_g951;
half localAudioLinkData3_g965 = AudioLinkData3_g965( Band3_g965 , Delay3_g965 );
half temp_output_8_0_g966 = 1.0;
half localIfAudioLinkv2Exists1_g967 = IfAudioLinkv2Exists1_g967();
half temp_output_7_0_g966 = saturate( ( localIfAudioLinkv2Exists1_g967 + 0.0 ) );
half3 lerpResult6_g966 = lerp( temp_output_5_0_g963 , ( temp_output_5_0_g963 * localAudioLinkData3_g965 ) , ( step( temp_output_8_0_g966 , temp_output_7_0_g966 ) * step( temp_output_7_0_g966 , temp_output_8_0_g966 ) ));
half4 color45 = IsGammaSpace() ? half4(0,0,1,1) : half4(0,0,1,1);
float3 hsvTorgb4_g969 = RGBToHSV( color45.rgb );
float3 hsvTorgb8_g969 = HSVToRGB( float3(( hsvTorgb4_g969.x + temp_output_54_0_g951 ),( hsvTorgb4_g969.y + 0.0 ),( hsvTorgb4_g969.z + 0.0 )) );
half3 temp_output_5_0_g968 = saturate( hsvTorgb8_g969 );
int Band3_g970 = 3;
int Delay3_g970 = temp_output_55_0_g951;
half localAudioLinkData3_g970 = AudioLinkData3_g970( Band3_g970 , Delay3_g970 );
half temp_output_8_0_g971 = 1.0;
half localIfAudioLinkv2Exists1_g972 = IfAudioLinkv2Exists1_g972();
half temp_output_7_0_g971 = saturate( ( localIfAudioLinkv2Exists1_g972 + 0.0 ) );
half3 lerpResult6_g971 = lerp( temp_output_5_0_g968 , ( temp_output_5_0_g968 * localAudioLinkData3_g970 ) , ( step( temp_output_8_0_g971 , temp_output_7_0_g971 ) * step( temp_output_7_0_g971 , temp_output_8_0_g971 ) ));
half localIfAudioLinkv2Exists1_g952 = IfAudioLinkv2Exists1_g952();
half4 AL_Final85 = ( ( _EnableAudioLink * ( ( temp_output_51_0_g951 * half4( lerpResult6_g956 , 0.0 ) ) + ( temp_output_51_0_g951 * half4( lerpResult6_g961 , 0.0 ) ) + ( temp_output_51_0_g951 * half4( lerpResult6_g966 , 0.0 ) ) + ( temp_output_51_0_g951 * half4( lerpResult6_g971 , 0.0 ) ) ) ) * saturate( ( localIfAudioLinkv2Exists1_g952 + _ALEmitifInactive ) ) );
float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
half4 Emission119 = ( tex2D( _Emission, uv_Emission ) * _EmissionStrength );
float3 ase_worldPos = i.worldPos;
half3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
float2 uv_NormalMap = i.uv_texcoord * _NormalMap_ST.xy + _NormalMap_ST.zw;
half3 normalMap1002 = UnpackNormal( tex2D( _NormalMap, uv_NormalMap ) );
half fresnelNdotV9_g973 = dot( (WorldNormalVector( i , normalMap1002 )), ase_worldViewDir );
half fresnelNode9_g973 = ( 0.0 + 1.0 * pow( 1.0 - fresnelNdotV9_g973, _RimPower ) );
half4 lerpResult14_g973 = lerp( float4( 1,1,1,0 ) , mainTex26 , _RimBaseColorStrength);
#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
half4 ase_lightColor = 0;
#else //aselc
half4 ase_lightColor = _LightColor0;
#endif //aselc
half3 hsvTorgb3_g973 = RGBToHSV( ase_lightColor.rgb );
half3 temp_output_11_0_g944 = normalMap1002;
half3 temp_output_2_0_g946 = temp_output_11_0_g944;
half3 temp_output_1_0_g949 = temp_output_2_0_g946;
half4 appendResult6_g949 = (half4(( temp_output_1_0_g949 * 0.3 ) , 1.0));
half4 Normal7_g949 = appendResult6_g949;
half3 localShadeSH97_g949 = ShadeSH97_g949( Normal7_g949 );
half temp_output_9_0_g949 = _IndirectDiffuseOffset;
half temp_output_8_0_g950 = 1.0;
half temp_output_7_0_g950 = _IndirLightUseMinforMax;
half lerpResult6_g950 = lerp( _IndirectDiffuseOffsetMax , temp_output_9_0_g949 , ( step( temp_output_8_0_g950 , temp_output_7_0_g950 ) * step( temp_output_7_0_g950 , temp_output_8_0_g950 ) ));
half3 temp_output_16_0_g949 = saturate( ( localShadeSH97_g949 + lerpResult6_g950 ) );
half3 maxIndirLight2618 = temp_output_16_0_g949;
half3 hsvTorgb24_g973 = RGBToHSV( maxIndirLight2618 );
float4 Rim116 = ( _EnableRimLighting * ( ( ( fresnelNode9_g973 * _RimEnergy ) * lerpResult14_g973 ) * max( ( 0.0 * saturate( ( exp( hsvTorgb3_g973.z ) - 1.0 ) ) ) , hsvTorgb24_g973.z ) ) );
half4 EmissionFinal29 = saturate( ( AL_Final85 + Emission119 + Rim116 ) );
o.Emission = EmissionFinal29.rgb;
}
ENDCG
CGPROGRAM
#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float4 customPack1 : TEXCOORD1;
float4 customPack2 : TEXCOORD2;
float4 screenPos : TEXCOORD3;
float4 tSpace0 : TEXCOORD4;
float4 tSpace1 : TEXCOORD5;
float4 tSpace2 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
vertexDataFunc( v, customInputData );
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.customPack1.zw = customInputData.uv2_texcoord2;
o.customPack1.zw = v.texcoord1;
o.customPack2.xy = customInputData.uv3_texcoord3;
o.customPack2.xy = v.texcoord2;
o.customPack2.zw = customInputData.uv4_texcoord4;
o.customPack2.zw = v.texcoord3;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
o.screenPos = ComputeScreenPos( o.pos );
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
surfIN.uv2_texcoord2 = IN.customPack1.zw;
surfIN.uv3_texcoord3 = IN.customPack2.xy;
surfIN.uv4_texcoord4 = IN.customPack2.zw;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.worldRefl = -worldViewDir;
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
surfIN.screenPos = IN.screenPos;
SurfaceOutputCustomLightingCustom o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Standard"
CustomEditor "ASEMaterialInspector"
}
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