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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 "Animmal/Cloud"
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{
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Properties
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{
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_ColorIn("Color In", Color) = (1,0.9310344,0,0)
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_ColorOut("Color Out", Color) = (1,0.9310344,0,0)
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_BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0
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_CoatAmount("Coat Amount", Float) = 0
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[HideInInspector] __dirty( "", Int ) = 1
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float3 worldNormal;
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float3 worldPos;
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float4 vertexColor : COLOR;
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};
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struct SurfaceOutputCustomLightingCustom
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{
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fixed3 Albedo;
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fixed3 Normal;
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half3 Emission;
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half Metallic;
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half Smoothness;
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half Occlusion;
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fixed Alpha;
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Input SurfInput;
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UnityGIInput GIData;
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};
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uniform float4 _ColorIn;
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uniform float4 _ColorOut;
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uniform float _BaseSmoothness;
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uniform float _CoatAmount;
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inline half4 LightingStandardCustomLighting( inout SurfaceOutputCustomLightingCustom s, half3 viewDir, UnityGI gi )
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{
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UnityGIInput data = s.GIData;
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Input i = s.SurfInput;
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half4 c = 0;
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SurfaceOutputStandard s1 = (SurfaceOutputStandard ) 0;
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float3 ase_worldPos = i.worldPos;
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float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = i.worldNormal;
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float fresnelNDotV201 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
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float fresnelNode201 = ( 0.01 + 1 * pow( 1.0 - fresnelNDotV201, 1 ) );
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float4 lerpResult278 = lerp( _ColorIn , _ColorOut , fresnelNode201);
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s1.Albedo = lerpResult278.rgb;
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s1.Normal = i.worldNormal;
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s1.Emission = float3( 0,0,0 );
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s1.Metallic = 0;
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s1.Smoothness = _BaseSmoothness;
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float fresnelNDotV279 = dot( normalize( ase_worldNormal ), ase_worldViewDir );
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float fresnelNode279 = ( 0.05 + 1 * pow( 1.0 - fresnelNDotV279, 5 ) );
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float lerpResult306 = lerp( i.vertexColor.r , 1.0 , 0);
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s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 );
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data.light = gi.light;
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UnityGI gi1 = gi;
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#ifdef UNITY_PASS_FORWARDBASE
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Unity_GlossyEnvironmentData g1 = UnityGlossyEnvironmentSetup( s1.Smoothness, data.worldViewDir, s1.Normal, float3(0,0,0));
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gi1 = UnityGlobalIllumination( data, s1.Occlusion, s1.Normal, g1 );
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#endif
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float3 surfResult1 = LightingStandard ( s1, viewDir, gi1 ).rgb;
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surfResult1 += s1.Emission;
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SurfaceOutputStandardSpecular s166 = (SurfaceOutputStandardSpecular ) 0;
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s166.Albedo = float3( 0,0,0 );
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s166.Normal = i.worldNormal;
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s166.Emission = float4(1,1,1,0).rgb;
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float3 temp_cast_2 = (1.0).xxx;
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s166.Specular = temp_cast_2;
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s166.Smoothness = 0;
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s166.Occlusion = 1;
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data.light = gi.light;
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UnityGI gi166 = gi;
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#ifdef UNITY_PASS_FORWARDBASE
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Unity_GlossyEnvironmentData g166 = UnityGlossyEnvironmentSetup( s166.Smoothness, data.worldViewDir, s166.Normal, float3(0,0,0));
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gi166 = UnityGlobalIllumination( data, s166.Occlusion, s166.Normal, g166 );
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#endif
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float3 surfResult166 = LightingStandardSpecular ( s166, viewDir, gi166 ).rgb;
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surfResult166 += s166.Emission;
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float3 lerpResult208 = lerp( surfResult1 , surfResult166 , ( ( fresnelNode279 * _CoatAmount ) * lerpResult306 ));
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c.rgb = lerpResult208;
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c.a = 1;
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return c;
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}
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inline void LightingStandardCustomLighting_GI( inout SurfaceOutputCustomLightingCustom s, UnityGIInput data, inout UnityGI gi )
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{
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s.GIData = data;
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}
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void surf( Input i , inout SurfaceOutputCustomLightingCustom o )
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{
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o.SurfInput = i;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustomLighting 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_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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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD1;
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float3 worldNormal : TEXCOORD2;
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fixed4 color : COLOR0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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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_TRANSFER_INSTANCE_ID( v, o );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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fixed3 worldNormal = UnityObjectToWorldNormal( v.normal );
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o.worldNormal = worldNormal;
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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o.color = v.color;
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return o;
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}
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fixed4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : SV_POSITION
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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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float3 worldPos = IN.worldPos;
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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surfIN.vertexColor = IN.color;
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SurfaceOutputCustomLightingCustom o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputCustomLightingCustom, 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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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=14501
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293;259;1471;639;804.5037;-126.9632;3.235821;True;True
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Node;AmplifyShaderEditor.FresnelNode;279;433.3885,1433.73;Float;True;World;4;0;FLOAT3;0,0,0;False;1;FLOAT;0.05;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.VertexColorNode;301;741.2299,1615.661;Float;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;47;405.9913,1685.411;Float;False;Property;_CoatAmount;Coat Amount;3;0;Create;True;0;0;1;1;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;296;741.5596,1432.913;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;307;746.2328,1783.859;Float;False;Constant;_Float0;Float 0;17;0;Create;True;0;1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;292;525.7,489.5775;Float;False;348.1;312.8;Comment;1;201;Dual Toning Factor;1,1,1,1;0;0
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Node;AmplifyShaderEditor.FresnelNode;201;556.7,545.277;Float;True;World;4;0;FLOAT3;0,0,0;False;1;FLOAT;0.01;False;2;FLOAT;1;False;3;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;306;1006.333,1778.962;Float;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;271;584.1458,219.167;Float;False;Property;_ColorOut;Color Out;1;0;Create;True;0;1,0.9310344,0,0;0.5,0.5655162,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.ColorNode;4;586.7281,40.94933;Float;False;Property;_ColorIn;Color In;0;0;Create;True;0;1,0.9310344,0,0;0.75,0.9172412,1,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SaturateNode;298;979.6241,1437.678;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;237;754.8387,1519.356;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;211;1709.519,1302.074;Float;False;Constant;_Spec;Spec;18;0;Create;True;0;1;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;320;1654.466,1096.44;Float;False;Constant;_Color0;Color 0;9;0;Create;True;0;1,1,1,0;0,0,0,0;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;233;1161.823,545.5279;Float;False;Property;_BaseSmoothness;Base Smoothness;2;0;Create;True;0;0;0.547;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;308;1243.331,1586.266;Float;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;299;1231.222,1446.256;Float;False;2;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;278;1326.438,297.2802;Float;False;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.CustomStandardSurface;166;1965.31,1169.65;Float;False;Specular;Tangent;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,1;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;5;FLOAT;1;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.CustomStandardSurface;1;1584.245,315.3055;Float;False;Metallic;Tangent;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,1;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;1;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.WireNode;319;1992.36,1548.037;Float;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.LerpOp;208;2395.602,1132.678;Float;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;2722.613,1084.461;Float;False;True;2;Float;ASEMaterialInspector;0;0;CustomLighting;Animmal/Cloud;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;0;False;0;0;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;Relative;0;;-1;-1;-1;-1;0;0;0;False;0;0;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
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WireConnection;296;0;279;0
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WireConnection;306;0;301;1
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WireConnection;306;1;307;0
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WireConnection;298;0;296;0
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WireConnection;237;0;279;0
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WireConnection;237;1;47;0
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WireConnection;308;0;237;0
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WireConnection;308;1;306;0
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WireConnection;299;0;298;0
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WireConnection;299;1;306;0
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WireConnection;278;0;4;0
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WireConnection;278;1;271;0
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WireConnection;278;2;201;0
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WireConnection;166;2;320;0
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WireConnection;166;3;211;0
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WireConnection;1;0;278;0
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WireConnection;1;4;233;0
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WireConnection;1;5;299;0
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WireConnection;319;0;308;0
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WireConnection;208;0;1;0
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WireConnection;208;1;166;0
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WireConnection;208;2;319;0
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WireConnection;0;13;208;0
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ASEEND*/
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//CHKSM=3A563553CFC22DC4ED8B861FCDF5554281BE4550
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