[전투 공간] - 단순 Plane 바닥 → Arena 계층 구조로 교체 (Floor, 벽 4개, Objects) - PolygonDarkFortress 외부 에셋 임포트 (전투 공간 디자인 적용) - 바닥 아래 검은 평면(FloorBase) 추가로 카메라 저각도 시 허공 노출 방지 - NavMesh 리베이크 [카메라] - PlayerCamera에 SphereCast 기반 지형 충돌 감지 추가 - 카메라가 바닥 아래를 비출 때 최소 높이 보장 [캐릭터] - 플레이어 CharacterController skinWidth 정상화 (0.0001 → 0.03) - 보스 NavMeshAgent baseOffset 조정으로 발 파묻힘 수정 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
401 lines
21 KiB
GLSL
401 lines
21 KiB
GLSL
// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "SyntyStudios/CloudShader"
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{
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Properties
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{
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_Colour("Colour", Color) = (0.5,0.5,0.5,0)
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[Header(Emissive)]_EmissiveColour("EmissiveColour", Color) = (0.7215686,0.8078431,1,0)
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_lightDirMulti("lightDirMulti", Float) = 0.1
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_minEmit("minEmit", Range( 0 , 1)) = 0.03
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_minEmit_dir("minEmit_dir", Range( 0 , 1)) = 0.19
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_maxEmit("maxEmit", Range( 0 , 1.5)) = 1
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[Header(Light)]_DirectLight("DirectLight", Float) = 0.01
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_lightMin("lightMin", Range( 0 , 1)) = 0
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_lightingContrast("lightingContrast", Float) = 6.47
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_lightMax("lightMax", Range( 0 , 1)) = 1
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[Header(Wind)]_WindEffect("WindEffect", Range( 0 , 2)) = 1
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_PanningSpeed("PanningSpeed", Range( 0 , 1)) = 0.1
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_PanningNoise("PanningNoise", 2D) = "white" {}
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_WindNoiseScale("WindNoiseScale", Range( 0 , 1)) = 0.1
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_WindWorldScale("WindWorldScale", Float) = 0.05
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[Header(Multipliers)]_X_Multiplier("X_Multiplier", Range( 0 , 2)) = 1
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_Y_Multiplier("Y_Multiplier", Range( 0 , 2)) = 1
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_Z_Multiplier("Z_Multiplier", Range( 0 , 2)) = 1
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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" "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 "UnityShaderVariables.cginc"
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#include "UnityCG.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 worldPos;
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float3 viewDir;
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float3 worldNormal;
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};
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struct SurfaceOutputCustomLightingCustom
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{
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half3 Albedo;
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half3 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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half Alpha;
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Input SurfInput;
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UnityGIInput GIData;
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};
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uniform float _WindEffect;
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uniform float _X_Multiplier;
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uniform sampler2D _PanningNoise;
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uniform float _PanningSpeed;
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uniform float _WindWorldScale;
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uniform float _WindNoiseScale;
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uniform float _Y_Multiplier;
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uniform float _Z_Multiplier;
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uniform float4 _Colour;
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uniform float4 _EmissiveColour;
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uniform float _lightDirMulti;
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uniform float _minEmit;
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uniform float _minEmit_dir;
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uniform float _maxEmit;
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uniform float _lightingContrast;
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uniform float _DirectLight;
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uniform float _lightMin;
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uniform float _lightMax;
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float3 mod3D289( float3 x ) { return x - floor( x / 289.0 ) * 289.0; }
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float4 mod3D289( float4 x ) { return x - floor( x / 289.0 ) * 289.0; }
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float4 permute( float4 x ) { return mod3D289( ( x * 34.0 + 1.0 ) * x ); }
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float4 taylorInvSqrt( float4 r ) { return 1.79284291400159 - r * 0.85373472095314; }
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float snoise( float3 v )
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{
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const float2 C = float2( 1.0 / 6.0, 1.0 / 3.0 );
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float3 i = floor( v + dot( v, C.yyy ) );
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float3 x0 = v - i + dot( i, C.xxx );
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float3 g = step( x0.yzx, x0.xyz );
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float3 l = 1.0 - g;
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float3 i1 = min( g.xyz, l.zxy );
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float3 i2 = max( g.xyz, l.zxy );
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float3 x1 = x0 - i1 + C.xxx;
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float3 x2 = x0 - i2 + C.yyy;
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float3 x3 = x0 - 0.5;
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i = mod3D289( i);
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float4 p = permute( permute( permute( i.z + float4( 0.0, i1.z, i2.z, 1.0 ) ) + i.y + float4( 0.0, i1.y, i2.y, 1.0 ) ) + i.x + float4( 0.0, i1.x, i2.x, 1.0 ) );
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float4 j = p - 49.0 * floor( p / 49.0 ); // mod(p,7*7)
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float4 x_ = floor( j / 7.0 );
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float4 y_ = floor( j - 7.0 * x_ ); // mod(j,N)
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float4 x = ( x_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 y = ( y_ * 2.0 + 0.5 ) / 7.0 - 1.0;
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float4 h = 1.0 - abs( x ) - abs( y );
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float4 b0 = float4( x.xy, y.xy );
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float4 b1 = float4( x.zw, y.zw );
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float4 s0 = floor( b0 ) * 2.0 + 1.0;
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float4 s1 = floor( b1 ) * 2.0 + 1.0;
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float4 sh = -step( h, 0.0 );
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float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
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float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
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float3 g0 = float3( a0.xy, h.x );
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float3 g1 = float3( a0.zw, h.y );
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float3 g2 = float3( a1.xy, h.z );
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float3 g3 = float3( a1.zw, h.w );
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float4 norm = taylorInvSqrt( float4( dot( g0, g0 ), dot( g1, g1 ), dot( g2, g2 ), dot( g3, g3 ) ) );
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g0 *= norm.x;
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g1 *= norm.y;
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g2 *= norm.z;
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g3 *= norm.w;
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float4 m = max( 0.6 - float4( dot( x0, x0 ), dot( x1, x1 ), dot( x2, x2 ), dot( x3, x3 ) ), 0.0 );
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m = m* m;
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m = m* m;
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float4 px = float4( dot( x0, g0 ), dot( x1, g1 ), dot( x2, g2 ), dot( x3, g3 ) );
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return 42.0 * dot( m, px);
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}
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void vertexDataFunc( inout appdata_full v, out Input o )
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{
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UNITY_INITIALIZE_OUTPUT( Input, o );
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float3 ase_worldPos = mul( unity_ObjectToWorld, v.vertex );
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float3 temp_output_112_0 = ( ase_worldPos * 0.5 );
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float simplePerlin3D118 = snoise( temp_output_112_0*_WindNoiseScale );
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simplePerlin3D118 = simplePerlin3D118*0.5 + 0.5;
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float3 temp_cast_0 = (simplePerlin3D118).xxx;
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float3 lerpResult125 = lerp( temp_cast_0 , sin( temp_output_112_0 ) , float3( 0,0,0 ));
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float2 panner131 = ( ( _PanningSpeed * _Time.y ) * float2( 1,1 ) + ( ase_worldPos * _WindWorldScale * lerpResult125 ).xy);
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float4 tex2DNode133 = tex2Dlod( _PanningNoise, float4( panner131, 0, 0.0) );
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float4 appendResult152 = (float4(( _X_Multiplier * tex2DNode133.r ) , ( _Y_Multiplier * tex2DNode133.g ) , ( _Z_Multiplier * tex2DNode133.b ) , 0.0));
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v.vertex.xyz += ( _WindEffect * appendResult152 ).xyz;
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v.vertex.w = 1;
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}
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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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#if defined(LIGHTMAP_ON) && ( UNITY_VERSION < 560 || ( defined(LIGHTMAP_SHADOW_MIXING) && !defined(SHADOWS_SHADOWMASK) && defined(SHADOWS_SCREEN) ) )//aselc
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float4 ase_lightColor = 0;
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#else //aselc
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float4 ase_lightColor = _LightColor0;
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#endif //aselc
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float3 ase_worldPos = i.worldPos;
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#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
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float3 ase_worldlightDir = 0;
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#else //aseld
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float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
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#endif //aseld
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float3 ase_worldNormal = i.worldNormal;
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float dotResult38 = dot( ase_worldlightDir , ase_worldNormal );
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float clampResult104 = clamp( ( exp2( ( dotResult38 * _lightingContrast ) ) * _DirectLight ) , _lightMin , _lightMax );
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c.rgb = ( ase_lightColor * clampResult104 ).rgb;
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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.Albedo = _Colour.rgb;
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float3 ase_worldPos = i.worldPos;
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#if defined(LIGHTMAP_ON) && UNITY_VERSION < 560 //aseld
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float3 ase_worldlightDir = 0;
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#else //aseld
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float3 ase_worldlightDir = normalize( UnityWorldSpaceLightDir( ase_worldPos ) );
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#endif //aseld
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float4 appendResult53 = (float4(( 1.0 - i.viewDir.x ) , ( 1.0 - i.viewDir.y ) , ( 1.0 - i.viewDir.z ) , 0.0));
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float dotResult50 = dot( float4( ase_worldlightDir , 0.0 ) , appendResult53 );
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float grayscale93 = Luminance(appendResult53.xyz);
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float grayscale98 = Luminance(ase_worldlightDir);
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float clampResult96 = clamp( max( ( dotResult50 * _lightDirMulti * grayscale93 ) , ( _minEmit + ( grayscale98 * _minEmit_dir ) ) ) , 0.0 , _maxEmit );
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o.Emission = ( _EmissiveColour * clampResult96 ).rgb;
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf StandardCustomLighting keepalpha fullforwardshadows vertex:vertexDataFunc
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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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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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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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vertexDataFunc( v, 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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o.worldNormal = worldNormal;
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o.worldPos = worldPos;
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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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float3 worldPos = IN.worldPos;
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half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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surfIN.viewDir = worldViewDir;
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surfIN.worldPos = worldPos;
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surfIN.worldNormal = IN.worldNormal;
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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=18909
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-3426;2;2923;1371;2227.689;913.1183;1.3;True;True
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Node;AmplifyShaderEditor.CommentaryNode;150;-1945.406,1029.011;Inherit;False;2270.997;991.7048;Wobble;25;135;133;131;129;127;122;121;124;114;125;118;117;113;112;110;111;152;153;154;156;157;160;161;162;163;;1,1,1,1;0;0
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Node;AmplifyShaderEditor.RangedFloatNode;111;-1860.071,1710.505;Inherit;False;Constant;_Tiling;Tiling;5;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.WorldPosInputsNode;110;-1910.071,1506.505;Inherit;True;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;112;-1635.071,1526.505;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.RangedFloatNode;113;-1736.934,1411.248;Inherit;False;Property;_WindNoiseScale;WindNoiseScale;13;0;Create;True;0;0;0;False;0;False;0.1;0.126;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.CommentaryNode;158;-1730.593,-773.0697;Inherit;False;2060.4;912.5;Emissive;20;100;44;46;96;77;97;55;99;78;56;50;93;101;98;53;49;51;48;52;54;;0.1179245,0.8453805,1,1;0;0
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Node;AmplifyShaderEditor.SinOpNode;117;-1445.071,1589.505;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.ViewDirInputsCoordNode;54;-1623.958,-306.7023;Inherit;True;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.CommentaryNode;159;-1819.165,210.4328;Inherit;False;2134.551;704.6536;Lighting;13;109;104;108;106;103;73;68;74;64;65;38;41;37;;1,0.7426714,0.3726415,1;0;0
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Node;AmplifyShaderEditor.NoiseGeneratorNode;118;-1456.934,1459.248;Inherit;False;Simplex3D;True;False;2;0;FLOAT3;0,0,0;False;1;FLOAT;0.1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;121;-1612.95,1750.756;Inherit;False;Property;_PanningSpeed;PanningSpeed;11;0;Create;True;0;0;0;False;0;False;0.1;0.551;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;52;-1281.958,-234.7023;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;51;-1281.958,-314.7023;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.OneMinusNode;48;-1281.958,-152.7023;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldPosInputsNode;124;-1216.95,1255.756;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;37;-1612.592,398.7391;Inherit;False;False;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.RangedFloatNode;122;-1165.95,1403.756;Inherit;False;Property;_WindWorldScale;WindWorldScale;14;0;Create;True;0;0;0;False;0;False;0.05;0.5;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldSpaceLightDirHlpNode;49;-1596.958,-535.7023;Inherit;True;False;1;0;FLOAT;0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleTimeNode;114;-1560.521,1857.361;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.WorldNormalVector;41;-1578.755,609.9402;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.DynamicAppendNode;53;-1121.958,-266.7022;Inherit;False;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.TFHCGrayscale;98;-1364.384,-109.7892;Inherit;True;0;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;129;-1310.95,1741.756;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PannerNode;131;-828.6915,1535.711;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;1,1;False;1;FLOAT;1;False;1;FLOAT2;0
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ASEEND*/
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//CHKSM=C0AD92799C6C6583AA028E23823178E38C677B7F |