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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 "ASESampleShaders/Double Layer Custom Surface"
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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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_BaseColor1("Base Color 1", Color) = (1,0.9310344,0,0)
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_BaseColor2("Base Color 2", Color) = (1,0.9310344,0,0)
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_BaseMetallic("Base Metallic", Range( 0 , 1)) = 0
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_BaseSmoothness("Base Smoothness", Range( 0 , 1)) = 0
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_BaseOcclusion("Base Occlusion", Range( 0 , 1)) = 0
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_FlakesRGBcolorvariationAmask("Flakes (RGB = color variation, A = mask)", 2D) = "white" {}
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_FlakeColorVariationAmount("Flake Color Variation Amount", Range( 0 , 1)) = 0
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_FlakesColor1("Flakes Color 1", Color) = (1,0.9310344,0,0)
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_FlakesColor2("Flakes Color 2", Color) = (1,0.9310344,0,0)
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_FlakesMetallic("Flakes Metallic", Range( 0 , 1)) = 0
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_FlakesSmoothness("Flakes Smoothness", Range( 0 , 1)) = 0
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_FlakesNormal("Flakes Normal", 2D) = "bump" {}
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_FlakesBump("Flakes Bump", Range( 0 , 1)) = 0
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_CoatNormal("Coat Normal", 2D) = "bump" {}
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_CoatBump("Coat Bump", Range( 0 , 1)) = 0
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_CoatAmount("Coat Amount", Range( 0 , 1)) = 0
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_CoatSmoothness("Coat Smoothness", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
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Cull Back
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "UnityStandardUtils.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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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) fixed3(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 worldNormal;
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INTERNAL_DATA
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float3 worldPos;
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float2 uv_texcoord;
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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 _BaseColor1;
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uniform float4 _BaseColor2;
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uniform float4 _FlakesColor1;
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uniform float4 _FlakesColor2;
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uniform sampler2D _FlakesRGBcolorvariationAmask;
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uniform float4 _FlakesRGBcolorvariationAmask_ST;
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uniform float _FlakeColorVariationAmount;
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uniform float _FlakesBump;
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uniform sampler2D _FlakesNormal;
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uniform float _BaseMetallic;
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uniform float _FlakesMetallic;
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uniform float _BaseSmoothness;
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uniform float _FlakesSmoothness;
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uniform float _BaseOcclusion;
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uniform float _CoatBump;
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uniform sampler2D _CoatNormal;
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uniform float4 _CoatNormal_ST;
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uniform float _CoatSmoothness;
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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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fixed3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
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float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
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float fresnelNode201 = ( 0.05 + 1.0 * pow( 1.0 - dot( ase_worldNormal, ase_worldViewDir ), 1.0 ) );
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float4 lerpResult278 = lerp( _BaseColor1 , _BaseColor2 , fresnelNode201);
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float4 lerpResult277 = lerp( _FlakesColor1 , _FlakesColor2 , fresnelNode201);
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float2 uv_FlakesRGBcolorvariationAmask = i.uv_texcoord * _FlakesRGBcolorvariationAmask_ST.xy + _FlakesRGBcolorvariationAmask_ST.zw;
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float4 tex2DNode228 = tex2D( _FlakesRGBcolorvariationAmask, uv_FlakesRGBcolorvariationAmask );
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float4 lerpResult227 = lerp( lerpResult277 , tex2DNode228 , _FlakeColorVariationAmount);
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float FlakeMask284 = tex2DNode228.a;
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float4 lerpResult217 = lerp( lerpResult278 , lerpResult227 , FlakeMask284);
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s1.Albedo = lerpResult217.xyz;
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s1.Normal = WorldNormalVector( i, UnpackScaleNormal( tex2D( _FlakesNormal, uv_FlakesRGBcolorvariationAmask ) ,_FlakesBump ));
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s1.Emission = float3( 0,0,0 );
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float lerpResult218 = lerp( _BaseMetallic , _FlakesMetallic , FlakeMask284);
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s1.Metallic = lerpResult218;
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float lerpResult232 = lerp( _BaseSmoothness , _FlakesSmoothness , FlakeMask284);
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s1.Smoothness = lerpResult232;
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float fresnelNode279 = ( 0.05 + 1.0 * pow( 1.0 - dot( ase_worldNormal, ase_worldViewDir ), 5.0 ) );
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float lerpResult306 = lerp( i.vertexColor.r , 1.0 , _BaseOcclusion);
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s1.Occlusion = ( saturate( ( 1.0 - fresnelNode279 ) ) * lerpResult306 );
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gi.light.ndotl = LambertTerm( s1.Normal, gi.light.dir );
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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;
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g1.roughness = 1 - s1.Smoothness;
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g1.reflUVW = reflect( -data.worldViewDir, s1.Normal );
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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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float2 uv_CoatNormal = i.uv_texcoord * _CoatNormal_ST.xy + _CoatNormal_ST.zw;
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s166.Normal = WorldNormalVector( i, UnpackScaleNormal( tex2D( _CoatNormal, uv_CoatNormal ) ,_CoatBump ));
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s166.Emission = float3( 0,0,0 );
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float3 temp_cast_3 = (1.0).xxx;
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s166.Specular = temp_cast_3;
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s166.Smoothness = _CoatSmoothness;
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s166.Occlusion = 1.0;
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gi.light.ndotl = LambertTerm( s166.Normal, gi.light.dir );
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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;
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g166.roughness = 1 - s166.Smoothness;
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g166.reflUVW = reflect( -data.worldViewDir, s166.Normal );
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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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o.Normal = float3(0,0,1);
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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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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float4 tSpace0 : TEXCOORD1;
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float4 tSpace1 : TEXCOORD2;
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float4 tSpace2 : TEXCOORD3;
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float4 texcoords01 : TEXCOORD4;
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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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fixed3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
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fixed tangentSign = v.tangent.w * unity_WorldTransformParams.w;
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fixed3 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.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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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 : 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.xy = IN.texcoords01.xy;
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float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
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fixed3 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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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=13108
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0;92;721;926;3661.016;3286.768;8.883778;True;False
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Node;AmplifyShaderEditor.CommentaryNode;292;-1556.492,-259.3257;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;-1525.492,-203.6261;Float;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0.05;False;2;FLOAT;1.0;False;3;FLOAT;1.0;False;1;FLOAT
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Node;AmplifyShaderEditor.CommentaryNode;293;-611.7687,-557.9827;Float;False;2602.156;1370.458;Comment;25;1;232;233;204;285;7;217;218;287;5;227;278;219;286;11;284;291;271;228;4;290;277;9;216;263;Base Layer With Dual Toning Flakes;1,1,1,1;0;0
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Node;AmplifyShaderEditor.CommentaryNode;280;-654.1785,1302.273;Float;False;1024.147;552.1847;Simple fresnel blend;11;238;306;301;299;298;296;237;47;279;307;308;Blend Factor;1,1,1,1;0;0
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Node;AmplifyShaderEditor.ColorNode;216;-523.6835,317.6824;Float;False;Property;_FlakesColor1;Flakes Color 1;7;0;1,0.9310344,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.ColorNode;263;-528.714,511.8733;Float;False;Property;_FlakesColor2;Flakes Color 2;8;0;1,0.9310344,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.WireNode;288;-913.3121,564.4912;Float;False;1;0;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.FresnelNode;279;-604.8812,1353.103;Float;True;4;0;FLOAT3;0,0,0;False;1;FLOAT;0.05;False;2;FLOAT;1.0;False;3;FLOAT;5.0;False;1;FLOAT
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Node;AmplifyShaderEditor.LerpOp;277;-185.3526,627.3438;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0.0,0,0,0;False;2;FLOAT;0.0,0,0,0;False;1;COLOR
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Node;AmplifyShaderEditor.TextureCoordinatesNode;9;-547.7504,-90.41002;Float;False;0;228;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;307;-292.0368,1703.232;Float;False;Constant;_Float0;Float 0;17;0;1;0;0;0;1;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;47;-632.2784,1604.784;Float;False;Property;_CoatAmount;Coat Amount;15;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.OneMinusNode;296;-296.7101,1352.286;Float;False;1;0;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;238;-632.7426,1729.628;Float;False;Property;_BaseOcclusion;Base Occlusion;4;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.VertexColorNode;301;-297.0398,1535.034;Float;False;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.SamplerNode;228;-91.33389,-112.8089;Float;True;Property;_FlakesRGBcolorvariationAmask;Flakes (RGB = color variation, A = mask);5;0;Assets/AmplifyShaderEditor/Examples/Official/DoubleLayerCustomSurface/Flakes.png;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
|
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Node;AmplifyShaderEditor.RangedFloatNode;290;439.7888,148.8591;Float;False;Property;_FlakeColorVariationAmount;Flake Color Variation Amount;6;0;0;0;1;0;1;FLOAT
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Node;AmplifyShaderEditor.ColorNode;4;23.15472,-507.9827;Float;False;Property;_BaseColor1;Base Color 1;0;0;1,0.9310344,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.WireNode;291;411.4925,120.2562;Float;False;1;0;COLOR;0,0,0,0;False;1;COLOR
|
|
Node;AmplifyShaderEditor.ColorNode;271;20.57252,-329.7649;Float;False;Property;_BaseColor2;Base Color 2;1;0;1,0.9310344,0,0;0;5;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.CommentaryNode;281;941.591,1054.996;Float;False;1016.546;470.1129;This mirror layer that to mimc a coating layer;5;180;172;171;166;211;Coating Layer (Specular);1,1,1,1;0;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;237;-283.431,1438.729;Float;False;2;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT
|
|
Node;AmplifyShaderEditor.RangedFloatNode;219;798.0975,265.6939;Float;False;Property;_BaseMetallic;Base Metallic;2;0;0;0;1;0;1;FLOAT
|
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Node;AmplifyShaderEditor.SaturateNode;298;-58.64547,1357.051;Float;False;1;0;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.LerpOp;306;-31.93633,1698.335;Float;False;3;0;FLOAT;0.0;False;1;FLOAT;0.0;False;2;FLOAT;0.0;False;1;FLOAT
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Node;AmplifyShaderEditor.GetLocalVarNode;287;880.5789,28.53017;Float;False;284;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.RangedFloatNode;180;991.5909,1160.397;Float;False;Property;_CoatBump;Coat Bump;14;0;0;0;1;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.LerpOp;278;762.8654,-251.6517;Float;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0.0,0,0,0;False;1;COLOR
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Node;AmplifyShaderEditor.LerpOp;227;745.086,-103.8213;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0.0,0,0,0;False;1;FLOAT4
|
|
Node;AmplifyShaderEditor.RangedFloatNode;11;-561.7686,221.575;Float;False;Property;_FlakesBump;Flakes Bump;12;0;0;0;1;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.RangedFloatNode;204;430.6655,633.4697;Float;False;Property;_FlakesSmoothness;Flakes Smoothness;10;0;0;0;1;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode;284;291.885,-1.620189;Float;False;FlakeMask;-1;True;1;0;FLOAT;0.0;False;1;FLOAT
|
|
Node;AmplifyShaderEditor.RangedFloatNode;233;431.4409,553.8036;Float;False;Property;_BaseSmoothness;Base Smoothness;3;0;0;0;1;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;285;458.2278,706.8754;Float;False;284;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.RangedFloatNode;5;795.6452,351.8852;Float;False;Property;_FlakesMetallic;Flakes Metallic;9;0;0;0;1;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.GetLocalVarNode;286;839.382,441.7393;Float;False;284;0;1;FLOAT
|
|
Node;AmplifyShaderEditor.LerpOp;217;1219.931,-40.31573;Float;False;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0.0,0,0,0;False;2;FLOAT;0.0,0,0,0;False;1;FLOAT4
|
|
Node;AmplifyShaderEditor.SamplerNode;7;-131.0492,180.0499;Float;True;Property;_FlakesNormal;Flakes Normal;11;0;Assets/Trash/T_MetalFlakes_N.png;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;6;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;5;FLOAT3;FLOAT;FLOAT;FLOAT;FLOAT
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;299;192.9535,1365.629;Float;False;2;2;0;FLOAT;1.0;False;1;FLOAT;0.0;False;1;FLOAT
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;308;205.0617,1505.639;Float;False;2;2;0;FLOAT;0.0;False;1;FLOAT;0.0;False;1;FLOAT
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ASEEND*/
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//CHKSM=13A32795FB5B0AA5CA2846646798F470B3245E0B
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