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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 "Impostors/Examples/ColorByPosition"
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{
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Properties
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{
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_MainTex("MainTex", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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_AmbientOcclusion("Ambient Occlusion", 2D) = "white" {}
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_SpecularSmoothness("Specular Smoothness", 2D) = "white" {}
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_Normal("Normal", 2D) = "bump" {}
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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" = "Opaque" "Queue" = "Geometry+0" }
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Cull Back
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows
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struct Input
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{
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float2 uv_texcoord;
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float4 vertexColor : COLOR;
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};
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uniform sampler2D _Normal;
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uniform float4 _Normal_ST;
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uniform sampler2D _AmbientOcclusion;
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uniform float4 _AmbientOcclusion_ST;
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uniform sampler2D _SpecularSmoothness;
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uniform float4 _SpecularSmoothness_ST;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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void surf( Input i , inout SurfaceOutputStandardSpecular o )
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{
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float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
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float2 uv_AmbientOcclusion = i.uv_texcoord * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
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float occlusion97 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
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float2 uv_SpecularSmoothness = i.uv_texcoord * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
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float4 tex2DNode49 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
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float specular101 = ( tex2DNode49.a * 0.5 );
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float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
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float smoothstepResult52 = smoothstep( 0.35 , -0.15 , ( ( 1.0 - ( occlusion97 * saturate( (i.vertexColor.r*0.6 + 0.79) ) ) ) + specular101 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
|
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float paintMask83 = smoothstepResult52;
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float3 lerpResult63 = lerp( UnpackNormal( tex2D( _Normal, uv_Normal ) ) , float3(0,0,1) , ( paintMask83 * occlusion97 ));
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o.Normal = lerpResult63;
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float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 transform30 = mul(unity_ObjectToWorld,float4( 0,0,0,1 ));
|
||||
float3 hsvTorgb44 = HSVToRGB( float3(abs( sin( ( transform30.x + transform30.z ) ) ),1.0,1.0) );
|
||||
float4 lerpResult59 = lerp( tex2D( _MainTex, uv_MainTex ) , float4( ( paintMask83 * hsvTorgb44 ) , 0.0 ) , paintMask83);
|
||||
o.Albedo = lerpResult59.rgb;
|
||||
float smoothness117 = tex2DNode49.a;
|
||||
float2 appendResult111 = (float2(specular101 , smoothness117));
|
||||
float2 appendResult108 = (float2(0.1 , 0.8));
|
||||
float2 lerpResult68 = lerp( appendResult111 , appendResult108 , paintMask83);
|
||||
float2 break119 = lerpResult68;
|
||||
float3 temp_cast_2 = (break119).xxx;
|
||||
o.Specular = temp_cast_2;
|
||||
o.Smoothness = break119.y;
|
||||
o.Occlusion = occlusion97;
|
||||
o.Alpha = 1;
|
||||
}
|
||||
|
||||
ENDCG
|
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}
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Fallback "Diffuse"
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}
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ENDCG
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97
Assets/ThirdParty/Tools/AmplifyImpostors/Examples/Assets/Scripts/ExtendedFlycam.cs
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using UnityEngine;
|
||||
using System.Collections;
|
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|
||||
public class ExtendedFlycam : MonoBehaviour
|
||||
{
|
||||
|
||||
/*
|
||||
EXTENDED FLYCAM
|
||||
Desi Quintans (CowfaceGames.com), 17 August 2012.
|
||||
Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
|
||||
|
||||
LICENSE
|
||||
Free as in speech, and free as in beer.
|
||||
|
||||
FEATURES
|
||||
WASD/Arrows: Movement
|
||||
Q: Climb
|
||||
E: Drop
|
||||
Shift: Move faster
|
||||
Control: Move slower
|
||||
End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
|
||||
*/
|
||||
|
||||
public float cameraSensitivity = 90;
|
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public float climbSpeed = 4;
|
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|
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public float slowMoveFactor = 0.25f;
|
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|
||||
|
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private float rotationX = 0.0f;
|
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private float rotationY = 0.0f;
|
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|
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void Start()
|
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{
|
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Cursor.lockState = CursorLockMode.Locked;
|
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Cursor.visible = false;
|
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//Screen.lockCursor = true;
|
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}
|
||||
|
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void Update()
|
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{
|
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if( Cursor.lockState != CursorLockMode.None )
|
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{
|
||||
rotationX += Input.GetAxis( "Mouse X" ) * cameraSensitivity * Time.deltaTime;
|
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rotationY += Input.GetAxis( "Mouse Y" ) * cameraSensitivity * Time.deltaTime;
|
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}
|
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rotationY = Mathf.Clamp( rotationY, -90, 90 );
|
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|
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|
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|
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|
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transform.localRotation = Quaternion.Lerp( transform.localRotation, temp, Time.deltaTime * 5);
|
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|
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//transform.localRotation = Quaternion.AngleAxis( rotationX, Vector3.up );
|
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//transform.localRotation *= Quaternion.AngleAxis( rotationY, Vector3.left );
|
||||
|
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if( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) )
|
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{
|
||||
transform.position += transform.forward * ( normalMoveSpeed * fastMoveFactor ) * Input.GetAxis( "Vertical" ) * Time.deltaTime;
|
||||
transform.position += transform.right * ( normalMoveSpeed * fastMoveFactor ) * Input.GetAxis( "Horizontal" ) * Time.deltaTime;
|
||||
|
||||
if( Input.GetKey( KeyCode.Q ) ) { transform.position += Vector3.up * climbSpeed * fastMoveFactor * Time.deltaTime; }
|
||||
if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * fastMoveFactor * Time.deltaTime; }
|
||||
}
|
||||
else if( Input.GetKey( KeyCode.LeftControl ) || Input.GetKey( KeyCode.RightControl ) )
|
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{
|
||||
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|
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transform.position += transform.right * ( normalMoveSpeed * slowMoveFactor ) * Input.GetAxis( "Horizontal" ) * Time.deltaTime;
|
||||
|
||||
if( Input.GetKey( KeyCode.Q ) ) { transform.position += Vector3.up * climbSpeed * slowMoveFactor * Time.deltaTime; }
|
||||
if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * slowMoveFactor * Time.deltaTime; }
|
||||
}
|
||||
else
|
||||
{
|
||||
transform.position += transform.forward * normalMoveSpeed * Input.GetAxis( "Vertical" ) * Time.deltaTime;
|
||||
transform.position += transform.right * normalMoveSpeed * Input.GetAxis( "Horizontal" ) * Time.deltaTime;
|
||||
|
||||
if( Input.GetKey( KeyCode.Q ) ) { transform.position += Vector3.up * climbSpeed * Time.deltaTime; }
|
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if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * Time.deltaTime; }
|
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}
|
||||
|
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if( Input.GetKeyDown( KeyCode.End ) || Input.GetKeyDown( KeyCode.Escape ) )
|
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{
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{
|
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|
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|
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|
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{
|
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|
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Cursor.visible = true;
|
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}
|
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//Cursor.lockState = ( Cursor.lockState == CursorLockMode.Locked ) ? CursorLockMode.None : CursorLockMode.Locked;
|
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//Screen.lockCursor = ( Screen.lockCursor == false ) ? true : false;
|
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}
|
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}
|
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}
|
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36
Assets/ThirdParty/Tools/AmplifyImpostors/Examples/Assets/Scripts/ForestMaker.cs
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Normal file
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|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
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public class ForestMaker : MonoBehaviour
|
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{
|
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public GameObject m_treePrefab;
|
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public int m_amount;
|
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public GameObject m_ground;
|
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|
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|
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|
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{
|
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if( m_treePrefab == null )
|
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return;
|
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|
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m_ground.transform.localScale = new Vector3( m_amount * 10, 1, m_amount * 5 * 1.866f);
|
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|
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|
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{
|
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for( int j = -m_amount / 2; j <= m_amount / 2; j++ )
|
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{
|
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if( Random.Range( 0f, 1.0f ) > 0.5f )
|
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continue;
|
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GameObject newGo = Instantiate<GameObject>( m_treePrefab);
|
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Vector3 newPos = Vector3.zero;
|
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newPos.x = ( i + j * 0.5f - (int)((j < 0?j-1f:j) / 2.0f) ) * 2 * m_radiusDistance;
|
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newPos.z = ( j ) * 1.866f * m_radiusDistance;
|
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newGo.transform.position = newPos;
|
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float size = Random.Range( 1f, 1.5f );
|
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newGo.transform.localScale = Vector3.one * size;
|
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newGo.transform.Rotate( Random.Range( -10f, 10f ), Random.Range( -180f, 180f ), Random.Range( -10f, 10f ) );
|
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}
|
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}
|
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}
|
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}
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Samples contained at the 'SamplesHDRP.unitypackage' and 'SamplesLWRP.unitypackage' were created under the HD and LW SRP v4.9.0.
|
||||
Before unpacking these samples, their respective baking and runtime shaders must be imported. You can find these at AmplifyImpostors > Plugins > EditorResources > RenderPipelinePackages
|
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|
||||
How to Install Samples
|
||||
|
||||
Samples are provided by pipeline. To import the samples please use the "Start Screen" to do so instead of
|
||||
unpacking manually, this will ensure that they are imported correctly:
|
||||
|
||||
Go to Windows > Amplify Impostors > Start Screen and under "Samples" select the ones you wish to import.
|
||||
Do be aware that importing any SRP samples requires to first install the respective pipeline using the
|
||||
package manager.
|
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Assets/ThirdParty/Tools/AmplifyImpostors/Examples/Samples URP/Shaders/Barrel Impostor Baking.shader
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|
||||
// Made with Amplify Shader Editor v1.9.9.4
|
||||
// Available at the Unity Asset Store - http://u3d.as/y3X
|
||||
Shader "Hidden/Baking Barrels"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
|
||||
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|
||||
_BaseColorMap( "Base Color Map", 2D ) = "white" {}
|
||||
_Mask( "Mask", 2D ) = "white" {}
|
||||
_AmbientOcclusion( "Ambient Occlusion", 2D ) = "white" {}
|
||||
_SpecularSmoothness( "Specular Smoothness", 2D ) = "white" {}
|
||||
_Normal( "Normal", 2D ) = "bump" {}
|
||||
_paintSpecular( "paintSpecular", Float ) = 0.1
|
||||
_paintSmoothness( "paintSmoothness", Float ) = 0.8
|
||||
[HideInInspector] _texcoord( "", 2D ) = "white" {}
|
||||
|
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|
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|
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|
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{
|
||||
LOD 0
|
||||
|
||||
|
||||
|
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|
||||
Cull Back
|
||||
HLSLINCLUDE
|
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#pragma target 3.0
|
||||
ENDHLSL
|
||||
|
||||
|
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Pass
|
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{
|
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Tags { "LightMode"="UniversalForward" }
|
||||
Name "Base"
|
||||
|
||||
Blend One Zero
|
||||
ZWrite On
|
||||
ZTest LEqual
|
||||
Offset 0 , 0
|
||||
ColorMask RGBA
|
||||
|
||||
|
||||
HLSLPROGRAM
|
||||
#define ASE_VERSION 19904
|
||||
#define ASE_SRP_VERSION 140012
|
||||
|
||||
// Required to compile gles 2.0 with standard srp library
|
||||
#pragma prefer_hlslcc gles
|
||||
|
||||
|
||||
// -------------------------------------
|
||||
// Lightweight Pipeline keywords
|
||||
#pragma shader_feature _SAMPLE_GI
|
||||
|
||||
// -------------------------------------
|
||||
// Unity defined keywords
|
||||
#pragma multi_compile_fog
|
||||
|
||||
//--------------------------------------
|
||||
// GPU Instancing
|
||||
#pragma multi_compile_instancing
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||||
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||||
#define ASE_NEEDS_VERT_NORMAL
|
||||
|
||||
|
||||
// Lighting include is needed because of GI
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||||
|
||||
sampler2D _BaseColorMap;
|
||||
sampler2D _Normal;
|
||||
sampler2D _AmbientOcclusion;
|
||||
sampler2D _SpecularSmoothness;
|
||||
sampler2D _Mask;
|
||||
CBUFFER_START( UnityPerMaterial )
|
||||
float4 _BaseColorMap_ST;
|
||||
float4 _Normal_ST;
|
||||
float4 _AmbientOcclusion_ST;
|
||||
float4 _SpecularSmoothness_ST;
|
||||
float4 _Mask_ST;
|
||||
float _paintSpecular;
|
||||
float _paintSmoothness;
|
||||
CBUFFER_END
|
||||
|
||||
|
||||
struct GraphVertexInput
|
||||
{
|
||||
float4 vertex : POSITION;
|
||||
float4 ase_normal : NORMAL;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
float4 ase_tangent : TANGENT;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct GraphVertexOutput
|
||||
{
|
||||
float4 position : POSITION;
|
||||
float4 ase_texcoord : TEXCOORD0;
|
||||
float4 ase_color : COLOR;
|
||||
float4 ase_texcoord1 : TEXCOORD1;
|
||||
float4 ase_texcoord2 : TEXCOORD2;
|
||||
float4 ase_texcoord3 : TEXCOORD3;
|
||||
float4 ase_texcoord4 : TEXCOORD4;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
|
||||
GraphVertexOutput vert (GraphVertexInput v)
|
||||
{
|
||||
GraphVertexOutput o = (GraphVertexOutput)0;
|
||||
UNITY_SETUP_INSTANCE_ID(v);
|
||||
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
||||
float3 ase_tangentWS = TransformObjectToWorldDir( v.ase_tangent.xyz );
|
||||
o.ase_texcoord1.xyz = ase_tangentWS;
|
||||
float3 ase_normalWS = TransformObjectToWorldNormal( v.ase_normal.xyz );
|
||||
o.ase_texcoord2.xyz = ase_normalWS;
|
||||
float ase_tangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||||
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
||||
o.ase_texcoord3.xyz = ase_bitangentWS;
|
||||
float4 ase_positionCS = TransformObjectToHClip( ( v.vertex ).xyz );
|
||||
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
||||
o.ase_texcoord4 = screenPos;
|
||||
|
||||
o.ase_texcoord.xy = v.ase_texcoord.xy;
|
||||
o.ase_color = v.ase_color;
|
||||
|
||||
//setting value to unused interpolator channels and avoid initialization warnings
|
||||
o.ase_texcoord.zw = 0;
|
||||
o.ase_texcoord1.w = 0;
|
||||
o.ase_texcoord2.w = 0;
|
||||
o.ase_texcoord3.w = 0;
|
||||
v.vertex.xyz += float3( 0, 0, 0 ) ;
|
||||
o.position = TransformObjectToHClip(v.vertex.xyz);
|
||||
return o;
|
||||
}
|
||||
|
||||
void frag( GraphVertexOutput IN ,
|
||||
out half4 outGBuffer0 : SV_Target0,
|
||||
out half4 outGBuffer1 : SV_Target1,
|
||||
out half4 outGBuffer2 : SV_Target2,
|
||||
out half4 outGBuffer3 : SV_Target3,
|
||||
out half4 outGBuffer4 : SV_Target4,
|
||||
out half4 outGBuffer5 : SV_Target5,
|
||||
out half4 outGBuffer6 : SV_Target6,
|
||||
out half4 outGBuffer7 : SV_Target7,
|
||||
out float outDepth : SV_Depth
|
||||
)
|
||||
{
|
||||
UNITY_SETUP_INSTANCE_ID( IN );
|
||||
float2 uv_BaseColorMap = IN.ase_texcoord.xy * _BaseColorMap_ST.xy + _BaseColorMap_ST.zw;
|
||||
float4 tex2DNode179 = tex2D( _BaseColorMap, uv_BaseColorMap );
|
||||
float4 appendResult188 = (float4(tex2DNode179.rgb , 1.0));
|
||||
|
||||
float2 uv_Normal = IN.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
|
||||
float2 uv_AmbientOcclusion = IN.ase_texcoord.xy * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
|
||||
float occlusion146 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
|
||||
float2 uv_SpecularSmoothness = IN.ase_texcoord.xy * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
|
||||
float4 tex2DNode142 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
|
||||
float specular152 = ( tex2DNode142.a * 0.5 );
|
||||
float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
|
||||
float smoothstepResult166 = smoothstep( 0.35 , -0.15 , ( ( 1.0 - ( occlusion146 * saturate( (IN.ase_color.r*0.6 + 0.79) ) ) ) + specular152 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
|
||||
float paintMask172 = smoothstepResult166;
|
||||
float3 lerpResult182 = lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , float3( 0, 0, 1 ) , ( paintMask172 * occlusion146 ));
|
||||
float3 ase_tangentWS = IN.ase_texcoord1.xyz;
|
||||
float3 ase_normalWS = IN.ase_texcoord2.xyz;
|
||||
float3 ase_bitangentWS = IN.ase_texcoord3.xyz;
|
||||
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
||||
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
||||
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
||||
float3 tanNormal8_g3 = lerpResult182;
|
||||
float3 worldNormal8_g3 = float3( dot( tanToWorld0, tanNormal8_g3 ), dot( tanToWorld1, tanNormal8_g3 ), dot( tanToWorld2, tanNormal8_g3 ) );
|
||||
float4 screenPos = IN.ase_texcoord4;
|
||||
float ase_depthRaw = screenPos.z / screenPos.w;
|
||||
float4 appendResult11_g3 = (float4((worldNormal8_g3*0.5 + 0.5) , ase_depthRaw));
|
||||
|
||||
float smoothness163 = tex2DNode142.a;
|
||||
float2 appendResult168 = (float2(specular152 , smoothness163));
|
||||
float2 appendResult175 = (float2(_paintSpecular , _paintSmoothness));
|
||||
float2 lerpResult181 = lerp( appendResult168 , appendResult175 , paintMask172);
|
||||
float4 appendResult186 = (float4(lerpResult181 , occlusion146 , paintMask172));
|
||||
|
||||
|
||||
outGBuffer0 = appendResult188;
|
||||
outGBuffer1 = appendResult11_g3;
|
||||
outGBuffer2 = appendResult186;
|
||||
outGBuffer3 = 0;
|
||||
outGBuffer4 = 0;
|
||||
outGBuffer5 = 0;
|
||||
outGBuffer6 = 0;
|
||||
outGBuffer7 = 0;
|
||||
float alpha = ( tex2DNode179.a - 0.5 );
|
||||
#if _AlphaClip
|
||||
clip( alpha );
|
||||
#endif
|
||||
outDepth = IN.position.z;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
CustomEditor "AmplifyShaderEditor.MaterialInspector"
|
||||
Fallback Off
|
||||
}
|
||||
/*ASEBEGIN
|
||||
Version=19904
|
||||
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;-112,-416;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||||
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;810.8876,239.3147;Inherit;True;Property;_AmbientOcclusion;Ambient Occlusion;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;138;-112,-256;Float;False;Constant;_Float2;Float 2;5;0;Create;True;0;0;0;False;0;False;0.6;0.6;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;-112,-176;Float;False;Constant;_Float5;Float 5;6;0;Create;True;0;0;0;False;0;False;0.79;0.79;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;145;1091.888,-34.68533;Inherit;False;413;136;Fake Specular;2;152;148;;0,0,0,1;0;0
|
||||
Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;112,-384;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;795.6265,28.88016;Inherit;True;Property;_SpecularSmoothness;Specular Smoothness;3;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;1127.141,264.5048;Float;False;occlusion;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.ScaleNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;148;1114.888,15.31467;Inherit;False;0.5;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;320,-384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;144;288,-464;Inherit;False;146;occlusion;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;480,-416;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1278.888,12.31467;Float;False;specular;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;147;311.7207,-252.123;Inherit;True;Property;_Mask;Mask;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;154;656,-416;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;153;656,-320;Inherit;False;152;specular;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;656,-240;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;157;864,-128;Float;False;Constant;_Float3;Float 3;5;0;Create;True;0;0;0;False;0;False;-0.15;-0.15;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;159;880,-336;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;156;864,-208;Float;False;Constant;_Float4;Float 4;4;0;Create;True;0;0;0;False;0;False;0.35;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;1072,-288;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0.01;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;172;1248,-288;Float;False;paintMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;163;1326.888,117.3147;Float;False;smoothness;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;173;1655.888,5.31467;Inherit;False;146;occlusion;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;171;1655.888,-67.68533;Inherit;False;172;paintMask;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;165;1882.971,31.03668;Inherit;False;152;specular;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;1867.383,106.1089;Inherit;False;163;smoothness;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;1879.016,179.6866;Float;False;Property;_paintSpecular;paintSpecular;6;0;Create;True;0;0;0;False;0;False;0.1;0.1;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;167;1854.933,256.4754;Float;False;Property;_paintSmoothness;paintSmoothness;7;0;Create;True;0;0;0;False;0;False;0.8;0.8;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.Vector3Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;178;1866.888,-208.6854;Float;False;Constant;_Vector0;Vector 0;8;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||||
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;180;1546.888,-288.6853;Inherit;True;Property;_Normal;Normal;4;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;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;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;176;1882.888,-64.68533;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;174;2082.486,219.2486;Inherit;False;172;paintMask;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;175;2085.954,126.7917;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;2081.976,36.72925;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;182;2080,-288;Inherit;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;0;False;1;FLOAT3;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;189;2250,-356;Float;False;Constant;_Alpha1;Alpha1;5;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;181;2324.924,145.2468;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
|
||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;185;2309.66,71.92122;Inherit;False;146;occlusion;1;0;OBJECT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;193;2162.646,-29.89684;Half;False;Constant;_AlphaCutoffBias;Alpha Cutoff Bias;9;0;Create;False;1;;0;0;False;0;False;0.5;0.9;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;179;2094.559,-547.4408;Inherit;True;Property;_BaseColorMap;Base Color Map;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||||
Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;187;2457,-288;Inherit;False;Pack Normal Depth;-1;;3;8e386dbec347c9f44befea8ff816d188;0;1;12;FLOAT3;0,0,0;False;3;FLOAT4;0;FLOAT3;14;FLOAT;15
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;188;2445,-541;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;190;2471.356,-120.3365;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;191;2289.288,-101.4553;Float;False;Property;_Cutoff;Cutoff;5;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;186;2515.67,173.2391;Inherit;False;FLOAT4;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;192;2770.333,-311.2845;Float;False;True;-1;2;AmplifyShaderEditor.MaterialInspector;0;16;Hidden/Baking Barrels;6ee191abcace33c46a5dd52068b074e0;True;Base;0;0;Base;10;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;2;False;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;True;12;all;0;;0;0;Standard;1;Receive Shadows;1;0;0;1;True;False;;False;0
|
||||
WireConnection;141;0;137;1
|
||||
WireConnection;141;1;138;0
|
||||
WireConnection;141;2;139;0
|
||||
WireConnection;146;0;140;1
|
||||
WireConnection;148;0;142;4
|
||||
WireConnection;143;0;141;0
|
||||
WireConnection;149;0;144;0
|
||||
WireConnection;149;1;143;0
|
||||
WireConnection;152;0;148;0
|
||||
WireConnection;154;0;149;0
|
||||
WireConnection;155;0;147;1
|
||||
WireConnection;159;0;154;0
|
||||
WireConnection;159;1;153;0
|
||||
WireConnection;159;2;155;0
|
||||
WireConnection;166;0;159;0
|
||||
WireConnection;166;1;156;0
|
||||
WireConnection;166;2;157;0
|
||||
WireConnection;172;0;166;0
|
||||
WireConnection;163;0;142;4
|
||||
WireConnection;176;0;171;0
|
||||
WireConnection;176;1;173;0
|
||||
WireConnection;175;0;160;0
|
||||
WireConnection;175;1;167;0
|
||||
WireConnection;168;0;165;0
|
||||
WireConnection;168;1;164;0
|
||||
WireConnection;182;0;180;0
|
||||
WireConnection;182;1;178;0
|
||||
WireConnection;182;2;176;0
|
||||
WireConnection;181;0;168;0
|
||||
WireConnection;181;1;175;0
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