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@ -0,0 +1,522 @@ |
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// Made with Amplify Shader Editor |
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// Available at the Unity Asset Store - http://u3d.as/y3X |
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Shader "EMD/S_RainWindow" |
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{ |
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Properties |
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{ |
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_RainMask("RainMask", 2D) = "white" {} |
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_Streak_Tiling("Streak_Tiling", Vector) = (1,1,0,0) |
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_Tint("Tint", Color) = (0.0235849,0.4647454,1,0) |
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_Streak_Speed("Streak_Speed", Range( 0 , 3)) = 0.3 |
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_Distort_Scale("Distort_Scale", Range( 0 , 10)) = 1 |
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_Distort_Amount("Distort_Amount", Range( 0 , 1)) = 1 |
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_Normal_Power("Normal_Power", Float) = 1 |
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_Splotch_Scale("Splotch_Scale", Float) = 5 |
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_Splotch_Speed("Splotch_Speed", Range( 0 , 1.5)) = 1 |
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_Splotch_Power("Splotch_Power", Range( 0 , 1)) = 1 |
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[Toggle(_OPACITYMASKTOGGLE_ON)] _OpacityMaskToggle("OpacityMaskToggle", Float) = 1 |
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_Opacity_Amount("Opacity_Amount", Range( 0 , 1)) = 1 |
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[HideInInspector] _texcoord( "", 2D ) = "white" {} |
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[HideInInspector] __dirty( "", Int ) = 1 |
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} |
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SubShader |
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{ |
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" } |
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Cull Back |
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CGINCLUDE |
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#include "UnityShaderVariables.cginc" |
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#include "UnityPBSLighting.cginc" |
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#include "Lighting.cginc" |
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#pragma target 3.0 |
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#pragma shader_feature_local _OPACITYMASKTOGGLE_ON |
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#ifdef UNITY_PASS_SHADOWCASTER |
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#undef INTERNAL_DATA |
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#undef WorldReflectionVector |
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#undef WorldNormalVector |
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#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2; |
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#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))) |
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#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)) |
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#endif |
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struct Input |
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{ |
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float3 worldPos; |
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float3 worldNormal; |
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INTERNAL_DATA |
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float2 uv_texcoord; |
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}; |
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uniform sampler2D _RainMask; |
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uniform float _Streak_Speed; |
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uniform float2 _Streak_Tiling; |
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uniform float _Distort_Scale; |
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uniform float _Distort_Amount; |
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uniform float _Splotch_Speed; |
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uniform float _Splotch_Scale; |
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uniform float _Splotch_Power; |
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uniform float _Normal_Power; |
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uniform float4 _Tint; |
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uniform float _Opacity_Amount; |
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float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } |
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float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; } |
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float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); } |
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float snoise( float2 v ) |
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{ |
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const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 ); |
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float2 i = floor( v + dot( v, C.yy ) ); |
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float2 x0 = v - i + dot( i, C.xx ); |
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float2 i1; |
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i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 ); |
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float4 x12 = x0.xyxy + C.xxzz; |
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x12.xy -= i1; |
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i = mod2D289( i ); |
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float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) ); |
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float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 ); |
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m = m * m; |
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m = m * m; |
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float3 x = 2.0 * frac( p * C.www ) - 1.0; |
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float3 h = abs( x ) - 0.5; |
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float3 ox = floor( x + 0.5 ); |
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float3 a0 = x - ox; |
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m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h ); |
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float3 g; |
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g.x = a0.x * x0.x + h.x * x0.y; |
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g.yz = a0.yz * x12.xz + h.yz * x12.yw; |
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return 130.0 * dot( m, g ); |
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} |
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float3 PerturbNormal107_g1( float3 surf_pos, float3 surf_norm, float height, float scale ) |
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{ |
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// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen |
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float3 vSigmaS = ddx( surf_pos ); |
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float3 vSigmaT = ddy( surf_pos ); |
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float3 vN = surf_norm; |
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float3 vR1 = cross( vSigmaT , vN ); |
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float3 vR2 = cross( vN , vSigmaS ); |
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float fDet = dot( vSigmaS , vR1 ); |
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float dBs = ddx( height ); |
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float dBt = ddy( height ); |
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float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); |
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return normalize ( abs( fDet ) * vN - vSurfGrad ); |
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} |
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float2 voronoihash89( float2 p ) |
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{ |
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p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) ); |
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return frac( sin( p ) *43758.5453); |
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} |
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float voronoi89( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId ) |
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{ |
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float2 n = floor( v ); |
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float2 f = frac( v ); |
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float F1 = 8.0; |
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float F2 = 8.0; float2 mg = 0; |
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for ( int j = -1; j <= 1; j++ ) |
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{ |
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for ( int i = -1; i <= 1; i++ ) |
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{ |
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float2 g = float2( i, j ); |
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float2 o = voronoihash89( n + g ); |
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o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o; |
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float d = 0.5 * dot( r, r ); |
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if( d<F1 ) { |
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F2 = F1; |
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F1 = d; mg = g; mr = r; id = o; |
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} else if( d<F2 ) { |
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F2 = d; |
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} |
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} |
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} |
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return F1; |
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} |
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float3 PerturbNormal107_g2( float3 surf_pos, float3 surf_norm, float height, float scale ) |
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{ |
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// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen |
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float3 vSigmaS = ddx( surf_pos ); |
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float3 vSigmaT = ddy( surf_pos ); |
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float3 vN = surf_norm; |
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float3 vR1 = cross( vSigmaT , vN ); |
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float3 vR2 = cross( vN , vSigmaS ); |
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float fDet = dot( vSigmaS , vR1 ); |
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float dBs = ddx( height ); |
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float dBt = ddy( height ); |
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float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 ); |
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return normalize ( abs( fDet ) * vN - vSurfGrad ); |
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} |
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void surf( Input i , inout SurfaceOutputStandard o ) |
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{ |
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float3 ase_worldPos = i.worldPos; |
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float3 surf_pos107_g2 = ase_worldPos; |
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) ); |
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float3 surf_norm107_g2 = ase_worldNormal; |
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float temp_output_29_0 = ( _Time.y * _Streak_Speed ); |
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float3 ase_vertex3Pos = mul( unity_WorldToObject, float4( i.worldPos , 1 ) ); |
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float4 transform34 = mul(unity_ObjectToWorld,float4( ase_vertex3Pos , 0.0 )); |
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float4 appendResult35 = (float4(transform34.z , transform34.y , 0.0 , 0.0)); |
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float3 surf_pos107_g1 = ase_worldPos; |
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float3 surf_norm107_g1 = ase_worldNormal; |
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float2 uv_TexCoord45 = i.uv_texcoord * float2( 5,5 ); |
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float simplePerlin2D47 = snoise( uv_TexCoord45*_Distort_Scale ); |
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simplePerlin2D47 = simplePerlin2D47*0.5 + 0.5; |
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float height107_g1 = simplePerlin2D47; |
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float scale107_g1 = 1.0; |
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float3 localPerturbNormal107_g1 = PerturbNormal107_g1( surf_pos107_g1 , surf_norm107_g1 , height107_g1 , scale107_g1 ); |
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float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) ); |
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float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) ); |
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float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal ); |
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float3 worldToTangentDir42_g1 = mul( ase_worldToTangent, localPerturbNormal107_g1); |
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float2 Distortion58 = ( (worldToTangentDir42_g1).xy * _Distort_Amount ); |
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float2 panner32 = ( temp_output_29_0 * float2( 0,1 ) + ( ( appendResult35 * float4( _Streak_Tiling, 0.0 , 0.0 ) ) + float4( Distortion58, 0.0 , 0.0 ) ).xy); |
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float3 temp_cast_4 = (0.5).xxx; |
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float3 break11 = ( abs( ase_worldNormal ) - temp_cast_4 ); |
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float XMask14 = break11.x; |
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float lerpResult38 = lerp( 0.0 , tex2D( _RainMask, panner32 ).r , XMask14); |
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float4 transform20 = mul(unity_ObjectToWorld,float4( ase_vertex3Pos , 0.0 )); |
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float4 appendResult21 = (float4(transform20.x , transform20.y , 0.0 , 0.0)); |
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float2 panner26 = ( temp_output_29_0 * float2( 0,1 ) + ( ( float4( _Streak_Tiling, 0.0 , 0.0 ) * appendResult21 ) + float4( Distortion58, 0.0 , 0.0 ) ).xy); |
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float ZMask16 = break11.z; |
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float lerpResult30 = lerp( 0.0 , tex2D( _RainMask, panner26 ).r , ZMask16); |
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float Streaks24 = saturate( ( lerpResult38 + lerpResult30 ) ); |
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float2 temp_cast_9 = (_Splotch_Speed).xx; |
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float time89 = ( _Time.y * 0.2 ); |
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float2 voronoiSmoothId0 = 0; |
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float2 coords89 = i.uv_texcoord * _Splotch_Scale; |
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float2 id89 = 0; |
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float2 uv89 = 0; |
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float fade89 = 0.5; |
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float voroi89 = 0; |
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float rest89 = 0; |
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for( int it89 = 0; it89 <2; it89++ ){ |
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voroi89 += fade89 * voronoi89( coords89, time89, id89, uv89, 0,voronoiSmoothId0 ); |
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rest89 += fade89; |
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coords89 *= 2; |
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fade89 *= 0.5; |
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}//Voronoi89 |
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voroi89 /= rest89; |
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float2 panner98 = ( 1.0 * _Time.y * temp_cast_9 + ( step( voroi89 , 0.1 ) * id89 )); |
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float YMask15 = ( 0.5 + ase_worldNormal.y ); |
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float Splotches104 = ( ( ( tex2D( _RainMask, panner98 ).g * step( voroi89 , 0.02 ) ) * _Splotch_Power ) * YMask15 ); |
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float StreakNSplotch116 = saturate( ( Streaks24 + Splotches104 ) ); |
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float height107_g2 = ( StreakNSplotch116 * _Normal_Power ); |
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float scale107_g2 = 1.0; |
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float3 localPerturbNormal107_g2 = PerturbNormal107_g2( surf_pos107_g2 , surf_norm107_g2 , height107_g2 , scale107_g2 ); |
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float3 worldToTangentDir42_g2 = mul( ase_worldToTangent, localPerturbNormal107_g2); |
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float3 StreaksNormal81 = worldToTangentDir42_g2; |
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o.Normal = StreaksNormal81; |
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float4 color135 = IsGammaSpace() ? float4(0.4150943,0.4150943,0.4150943,0) : float4(0.1436938,0.1436938,0.1436938,0); |
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float4 color132 = IsGammaSpace() ? float4(0.9528302,0.9528302,0.9528302,0) : float4(0.8960326,0.8960326,0.8960326,0); |
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float4 lerpResult133 = lerp( color135 , color132 , StreakNSplotch116); |
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float4 lerpResult160 = lerp( _Tint , lerpResult133 , ( 1.0 - StreakNSplotch116 )); |
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float4 Albedo142 = lerpResult160; |
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o.Albedo = Albedo142.rgb; |
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o.Smoothness = (0); |
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#ifdef _OPACITYMASKTOGGLE_ON |
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float staticSwitch154 = StreakNSplotch116; |
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#else |
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float staticSwitch154 = 1.0; |
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#endif |
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float Opacity157 = ( staticSwitch154 * _Opacity_Amount ); |
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o.Alpha = Opacity157; |
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} |
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ENDCG |
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CGPROGRAM |
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#pragma surface surf Standard alpha:fade keepalpha fullforwardshadows |
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ENDCG |
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Pass |
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{ |
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Name "ShadowCaster" |
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Tags{ "LightMode" = "ShadowCaster" } |
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ZWrite On |
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CGPROGRAM |
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#pragma vertex vert |
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#pragma fragment frag |
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#pragma target 3.0 |
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#pragma multi_compile_shadowcaster |
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#pragma multi_compile UNITY_PASS_SHADOWCASTER |
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2 |
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#include "HLSLSupport.cginc" |
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN ) |
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#define CAN_SKIP_VPOS |
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#endif |
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#include "UnityCG.cginc" |
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#include "Lighting.cginc" |
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#include "UnityPBSLighting.cginc" |
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sampler3D _DitherMaskLOD; |
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struct v2f |
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{ |
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V2F_SHADOW_CASTER; |
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float2 customPack1 : TEXCOORD1; |
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float4 tSpace0 : TEXCOORD2; |
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float4 tSpace1 : TEXCOORD3; |
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float4 tSpace2 : TEXCOORD4; |
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UNITY_VERTEX_INPUT_INSTANCE_ID |
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UNITY_VERTEX_OUTPUT_STEREO |
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}; |
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v2f vert( appdata_full v ) |
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{ |
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v2f o; |
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UNITY_SETUP_INSTANCE_ID( v ); |
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UNITY_INITIALIZE_OUTPUT( v2f, o ); |
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o ); |
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UNITY_TRANSFER_INSTANCE_ID( v, o ); |
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Input customInputData; |
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz; |
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half3 worldNormal = UnityObjectToWorldNormal( v.normal ); |
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half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz ); |
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half tangentSign = v.tangent.w * unity_WorldTransformParams.w; |
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half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign; |
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o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x ); |
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o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y ); |
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o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z ); |
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o.customPack1.xy = customInputData.uv_texcoord; |
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o.customPack1.xy = v.texcoord; |
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o ) |
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return o; |
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} |
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half4 frag( v2f IN |
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#if !defined( CAN_SKIP_VPOS ) |
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, UNITY_VPOS_TYPE vpos : VPOS |
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#endif |
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) : SV_Target |
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{ |
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UNITY_SETUP_INSTANCE_ID( IN ); |
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Input surfIN; |
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UNITY_INITIALIZE_OUTPUT( Input, surfIN ); |
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surfIN.uv_texcoord = IN.customPack1.xy; |
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w ); |
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) ); |
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surfIN.worldPos = worldPos; |
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surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z ); |
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surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz; |
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surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz; |
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surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz; |
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SurfaceOutputStandard o; |
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o ) |
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surf( surfIN, o ); |
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#if defined( CAN_SKIP_VPOS ) |
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float2 vpos = IN.pos; |
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#endif |
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a; |
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clip( alphaRef - 0.01 ); |
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SHADOW_CASTER_FRAGMENT( IN ) |
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} |
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ENDCG |
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} |
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} |
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Fallback "Diffuse" |
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CustomEditor "ASEMaterialInspector" |
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} |
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/*ASEBEGIN |
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Version=18909 |
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609;81;1445;983;5681.581;3125.376;4.664331;True;False |
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Node;AmplifyShaderEditor.RangedFloatNode;48;-3210.355,-1422.78;Float;False;Property;_Distort_Scale;Distort_Scale;4;0;Create;True;0;0;0;False;0;False;1;1;0;10;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.TextureCoordinatesNode;45;-3345.69,-1741.591;Inherit;True;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;5,5;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.NoiseGeneratorNode;47;-3019.579,-1664.464;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.CommentaryNode;106;-4447.251,1923.238;Inherit;False;3413.453;885.6622;;18;92;86;90;104;107;108;102;100;103;95;97;98;99;96;94;89;85;91;Splotches;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.CommentaryNode;44;-4571.943,-988.7247;Inherit;False;3577.049;1123.68;;26;43;23;28;24;40;38;30;39;1;31;37;26;32;29;74;73;27;22;72;36;21;35;20;34;18;33;StreaksUV;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.FunctionNode;87;-2606.22,-1549.938;Inherit;True;Normal From Height;-1;;1;1942fe2c5f1a1f94881a33d532e4afeb;0;2;20;FLOAT;1;False;110;FLOAT;1;False;2;FLOAT3;40;FLOAT3;0 |
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Node;AmplifyShaderEditor.CommentaryNode;17;-2529.876,343.5883;Inherit;False;1504.512;860.4473;;11;11;10;9;15;16;14;41;42;109;110;111;Masks;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.PosVertexDataNode;33;-4533.052,-906.4913;Inherit;True;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.ComponentMaskNode;67;-2025.674,-1522.354;Inherit;True;True;True;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;92;-4388.251,2517.263;Inherit;False;Constant;_Splotch_Spasm;Splotch_Spasm;8;0;Create;True;0;0;0;False;0;False;0.2;2;0;0;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.PosVertexDataNode;18;-4533.558,-141.7278;Inherit;True;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.RangedFloatNode;69;-1990.891,-1630.458;Float;False;Property;_Distort_Amount;Distort_Amount;5;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleTimeNode;90;-4397.251,2241.263;Inherit;True;1;0;FLOAT;1;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.TextureCoordinatesNode;85;-4090.148,2147.123;Inherit;True;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.RangedFloatNode;86;-4076.148,2579.123;Float;False;Property;_Splotch_Scale;Splotch_Scale;7;0;Create;True;0;0;0;False;0;False;5;0;0;0;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.ObjectToWorldTransfNode;20;-4271.67,-140.8872;Inherit;True;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.ObjectToWorldTransfNode;34;-4264.921,-905.6503;Inherit;True;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;91;-4073.252,2420.263;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.WorldNormalVector;9;-2514.302,586.0745;Inherit;True;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;68;-1730.113,-1547.305;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.AbsOpNode;10;-2238.57,589.0151;Inherit;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 |
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Node;AmplifyShaderEditor.DynamicAppendNode;21;-3970.804,-147.5381;Inherit;True;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 |
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Node;AmplifyShaderEditor.VoronoiNode;89;-3757.052,2259.263;Inherit;True;0;0;1;0;2;False;1;False;False;False;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;3;FLOAT;0;FLOAT2;1;FLOAT2;2 |
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Node;AmplifyShaderEditor.DynamicAppendNode;35;-3954.407,-907.9733;Inherit;True;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;42;-2109.428,894.1066;Float;False;Constant;_MaskMath;MaskMath;4;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;0;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;58;-1247.974,-1553.684;Float;True;Distortion;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.Vector2Node;23;-3929.678,-513.267;Float;False;Property;_Streak_Tiling;Streak_Tiling;1;0;Create;True;0;0;0;False;0;False;1,1;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 |
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Node;AmplifyShaderEditor.GetLocalVarNode;72;-3561.396,-496.0008;Inherit;False;58;Distortion;1;0;OBJECT;0;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.SimpleSubtractOpNode;41;-2031.129,674.0588;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;36;-3695.3,-902.3002;Inherit;True;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT4;0 |
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Node;AmplifyShaderEditor.SimpleTimeNode;27;-3209.244,-573.0606;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.StepOpNode;94;-3246.231,2042.221;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0.1;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;28;-3280.492,-417.4105;Float;False;Property;_Streak_Speed;Streak_Speed;3;0;Create;True;0;0;0;False;0;False;0.3;0.3;0;3;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-3700.363,-148.5822;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;99;-2900.792,1989.238;Inherit;True;Property;_Splotch_Speed;Splotch_Speed;8;0;Create;True;0;0;0;False;0;False;1;0;0;1.5;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.BreakToComponentsNode;11;-1637.031,584.8383;Inherit;True;FLOAT3;1;0;FLOAT3;0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15 |
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Node;AmplifyShaderEditor.WireNode;110;-2278.7,939.8511;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;96;-2830.47,2255.477;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.SimpleAddOpNode;74;-3177.354,-146.3266;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT4;0 |
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Node;AmplifyShaderEditor.SimpleAddOpNode;73;-3154.517,-895.4008;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT4;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;29;-2984.39,-512.163;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.PannerNode;98;-2556.545,2114.505;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;16;-1379.652,630.4948;Float;True;ZMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.PannerNode;26;-2796.165,-139.4308;Inherit;True;3;0;FLOAT2;0,0;False;2;FLOAT2;0,1;False;1;FLOAT;1;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.PannerNode;32;-2806.197,-879.8537;Inherit;True;3;0;FLOAT2;0,0;False;2;FLOAT2;0,1;False;1;FLOAT;1;False;1;FLOAT2;0 |
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Node;AmplifyShaderEditor.WireNode;109;-2205.958,1000.161;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;14;-1383.649,394.5897;Float;True;XMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleAddOpNode;111;-1819.414,955.2085;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;39;-2403.309,-706.0734;Inherit;False;14;XMask;1;0;OBJECT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;31;-2422.888,-234.1172;Inherit;False;16;ZMask;1;0;OBJECT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SamplerNode;37;-2510.185,-926.0292;Inherit;True;Property;_TextureSample1;Texture Sample 1;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.SamplerNode;97;-2338.706,2076.123;Inherit;True;Property;_TextureSample0;Texture Sample 0;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.StepOpNode;95;-3244.231,2437.221;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0.02;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SamplerNode;1;-2530.749,-124.1018;Inherit;True;Property;_RainMask;RainMask;0;0;Create;True;0;0;0;False;0;False;-1;df482fb7407968c48a13c3ef5498e169;df482fb7407968c48a13c3ef5498e169;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;100;-1977.734,2268.723;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;15;-1381.153,951.0601;Float;True;YMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.LerpOp;38;-2180.975,-826.0803;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.LerpOp;30;-2173.375,-224.2239;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;103;-2003.647,2651.57;Inherit;False;Property;_Splotch_Power;Splotch_Power;9;0;Create;True;0;0;0;False;0;False;1;0;0;1;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;108;-1738.507,2153.819;Inherit;False;15;YMask;1;0;OBJECT;;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleAddOpNode;40;-1783.426,-531.5915;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;102;-1676.648,2483.57;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;107;-1502.171,2160.981;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SaturateNode;43;-1515.676,-532.0923;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.CommentaryNode;117;-719.0375,-1165.553;Inherit;False;890.2755;400.4261;;5;112;113;114;115;116;Combining -> StreakNSplotches;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;104;-1338.648,2409.57;Inherit;True;Splotches;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;24;-1197.104,-495.3581;Float;False;Streaks;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;112;-669.0375,-1115.553;Inherit;False;24;Streaks;1;0;OBJECT;;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;113;-648.762,-944.1273;Inherit;False;104;Splotches;1;0;OBJECT;;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleAddOpNode;114;-416.762,-1017.127;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SaturateNode;115;-267.7621,-1019.127;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.CommentaryNode;158;-281.1639,-470.8122;Inherit;False;1527.3;411.4998;;6;154;171;173;157;156;155;Opacity;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.CommentaryNode;83;-2584.314,1391.641;Inherit;False;1560.912;411.3195;;5;81;88;76;77;75;StreaksNormal;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.CommentaryNode;145;-2513.378,-2843.053;Inherit;False;1685.433;668.8965;;8;142;161;160;133;141;144;135;132;Tint;1,1,1,1;0;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;116;-55.76227,-1002.127;Inherit;False;StreakNSplotch;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.ColorNode;132;-2451.378,-2581.933;Inherit;False;Constant;_Color0;Color 0;11;0;Create;True;0;0;0;False;0;False;0.9528302,0.9528302,0.9528302,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.ColorNode;135;-2463.378,-2767.933;Inherit;False;Constant;_Color1;Color 1;11;0;Create;True;0;0;0;False;0;False;0.4150943,0.4150943,0.4150943,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.GetLocalVarNode;144;-2390.955,-2340.28;Inherit;False;116;StreakNSplotch;1;0;OBJECT;;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;75;-2534.314,1441.641;Inherit;False;116;StreakNSplotch;1;0;OBJECT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;77;-2521.305,1659.63;Float;False;Property;_Normal_Power;Normal_Power;6;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.GetLocalVarNode;155;-231.1639,-303.8122;Inherit;False;116;StreakNSplotch;1;0;OBJECT;;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;156;-175.1639,-420.8122;Inherit;False;Constant;_Float1;Float 1;13;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.StaticSwitch;154;123.636,-293.1122;Inherit;True;Property;_OpacityMaskToggle;OpacityMaskToggle;10;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;76;-2256.305,1551.63;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RangedFloatNode;171;408.0039,-407.594;Inherit;False;Property;_Opacity_Amount;Opacity_Amount;11;0;Create;True;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0 |
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Node;AmplifyShaderEditor.ColorNode;141;-2070.194,-2793.053;Inherit;False;Property;_Tint;Tint;2;0;Create;True;0;0;0;False;0;False;0.0235849,0.4647454,1,0;0.0235849,0.4647454,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 |
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Node;AmplifyShaderEditor.OneMinusNode;161;-2117.097,-2318.03;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.LerpOp;133;-2083.377,-2591.933;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 |
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Node;AmplifyShaderEditor.LerpOp;160;-1778.897,-2692.13;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 |
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Node;AmplifyShaderEditor.FunctionNode;88;-1844.958,1552.37;Inherit;False;Normal From Height;-1;;2;1942fe2c5f1a1f94881a33d532e4afeb;0;2;20;FLOAT;0;False;110;FLOAT;1;False;2;FLOAT3;40;FLOAT3;0 |
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;173;740.0039,-282.594;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 |
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Node;AmplifyShaderEditor.RegisterLocalVarNode;81;-1273.005,1551.202;Float;False;StreaksNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 |
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