This commit is contained in:
2025-11-14 18:44:06 +08:00
parent 10156da245
commit 22e867d077
7013 changed files with 2572882 additions and 1804 deletions

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Impostors/Examples/ColorByPosition"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_AmbientOcclusion("Ambient Occlusion", 2D) = "white" {}
_SpecularSmoothness("Specular Smoothness", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
float4 vertexColor : COLOR;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform sampler2D _AmbientOcclusion;
uniform float4 _AmbientOcclusion_ST;
uniform sampler2D _SpecularSmoothness;
uniform float4 _SpecularSmoothness_ST;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_AmbientOcclusion = i.uv_texcoord * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
float occlusion97 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
float2 uv_SpecularSmoothness = i.uv_texcoord * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
float4 tex2DNode49 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
float specular101 = ( tex2DNode49.a * 0.5 );
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
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 ) ));
float paintMask83 = smoothstepResult52;
float3 lerpResult63 = lerp( UnpackNormal( tex2D( _Normal, uv_Normal ) ) , float3(0,0,1) , ( paintMask83 * occlusion97 ));
o.Normal = lerpResult63;
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
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
}
Fallback "Diffuse"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Impostors/Examples/StandardCrossfade"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_ColorTint("Color Tint", Color) = (0,0,0,0)
[NoScaleOffset]_Normal("Normal", 2D) = "bump" {}
[NoScaleOffset]_Occlusion("Occlusion", 2D) = "white" {}
_OcclusionAmount("Occlusion Amount", Range( 0 , 1)) = 1
[NoScaleOffset]_SpecularSmoothness("Specular & Smoothness", 2D) = "white" {}
_SpecSmoothTint("Spec Smooth Tint", Color) = (0.5019608,0.5019608,0.5019608,0.1176471)
_DetailAlbedo("Detail Albedo", 2D) = "white" {}
[NoScaleOffset]_DetailMask("Detail Mask", 2D) = "white" {}
[NoScaleOffset]_DetailNormal("Detail Normal", 2D) = "bump" {}
[Toggle(_USEDETAILMAPS_ON)] _UseDetailMaps("Use Detail Maps", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _USEDETAILMAPS_ON
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Normal;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _DetailNormal;
uniform sampler2D _DetailAlbedo;
uniform float4 _DetailAlbedo_ST;
uniform sampler2D _DetailMask;
uniform float4 _ColorTint;
uniform sampler2D _SpecularSmoothness;
uniform float4 _SpecSmoothTint;
uniform sampler2D _Occlusion;
uniform float _OcclusionAmount;
float3 AddDetail( float3 b , float t )
{
half oneMinusT = 1 - t;
return half3(oneMinusT, oneMinusT, oneMinusT) + b * unity_ColorSpaceDouble.rgb * t;
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float3 tex2DNode6 = UnpackNormal( tex2D( _Normal, uv_MainTex ) );
float2 uv_DetailAlbedo = i.uv_texcoord * _DetailAlbedo_ST.xy + _DetailAlbedo_ST.zw;
float4 tex2DNode15 = tex2D( _DetailMask, uv_MainTex );
float3 lerpResult20 = lerp( tex2DNode6 , BlendNormals( UnpackNormal( tex2D( _DetailNormal, uv_DetailAlbedo ) ) , tex2DNode6 ) , tex2DNode15.r);
#ifdef _USEDETAILMAPS_ON
float3 staticSwitch29 = lerpResult20;
#else
float3 staticSwitch29 = tex2DNode6;
#endif
o.Normal = staticSwitch29;
float4 temp_output_31_0 = ( _ColorTint * tex2D( _MainTex, uv_MainTex ) );
float3 b13 = tex2D( _DetailAlbedo, uv_DetailAlbedo ).rgb;
float t13 = tex2DNode15.r;
float3 localAddDetail13 = AddDetail( b13 , t13 );
#ifdef _USEDETAILMAPS_ON
float4 staticSwitch30 = ( temp_output_31_0 * float4( localAddDetail13 , 0.0 ) );
#else
float4 staticSwitch30 = temp_output_31_0;
#endif
o.Albedo = staticSwitch30.rgb;
float4 temp_output_26_0 = ( tex2D( _SpecularSmoothness, uv_MainTex ) * _SpecSmoothTint );
o.Specular = temp_output_26_0.rgb;
o.Smoothness = (temp_output_26_0).a;
o.Occlusion = ( 1.0 - ( ( 1.0 - tex2D( _Occlusion, uv_MainTex ).r ) * _OcclusionAmount ) );
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}
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using UnityEngine;
using System.Collections;
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;
public float climbSpeed = 4;
public float normalMoveSpeed = 10;
public float slowMoveFactor = 0.25f;
public float fastMoveFactor = 3;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
//Screen.lockCursor = true;
}
void Update()
{
if( Cursor.lockState != CursorLockMode.None )
{
rotationX += Input.GetAxis( "Mouse X" ) * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis( "Mouse Y" ) * cameraSensitivity * Time.deltaTime;
}
rotationY = Mathf.Clamp( rotationY, -90, 90 );
Quaternion temp = Quaternion.AngleAxis( rotationX, Vector3.up );
temp *= Quaternion.AngleAxis( rotationY, Vector3.left );
transform.localRotation = Quaternion.Lerp( transform.localRotation, temp, Time.deltaTime * 5);
//transform.localRotation = Quaternion.AngleAxis( rotationX, Vector3.up );
//transform.localRotation *= Quaternion.AngleAxis( rotationY, Vector3.left );
if( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) )
{
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 ) )
{
transform.position += transform.forward * ( normalMoveSpeed * slowMoveFactor ) * Input.GetAxis( "Vertical" ) * Time.deltaTime;
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; }
if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * Time.deltaTime; }
}
if( Input.GetKeyDown( KeyCode.End ) || Input.GetKeyDown( KeyCode.Escape ) )
{
if( Cursor.lockState == CursorLockMode.None )
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
//Cursor.lockState = ( Cursor.lockState == CursorLockMode.Locked ) ? CursorLockMode.None : CursorLockMode.Locked;
//Screen.lockCursor = ( Screen.lockCursor == false ) ? true : false;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ForestMaker : MonoBehaviour
{
public GameObject m_treePrefab;
public int m_amount;
public GameObject m_ground;
public float m_radiusDistance;
void Start()
{
if( m_treePrefab == null )
return;
m_ground.transform.localScale = new Vector3( m_amount * 10, 1, m_amount * 5 * 1.866f);
for( int i = -m_amount / 2; i <= m_amount / 2; i++ )
{
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newPos.z = ( j ) * 1.866f * m_radiusDistance;
newGo.transform.position = newPos;
float size = Random.Range( 1f, 1.5f );
newGo.transform.localScale = Vector3.one * size;
newGo.transform.Rotate( Random.Range( -10f, 10f ), Random.Range( -180f, 180f ), Random.Range( -10f, 10f ) );
}
}
}
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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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// 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
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_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" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
HLSLINCLUDE
#pragma target 3.0
ENDHLSL
Pass
{
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
}
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