-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathUberShader.shader
More file actions
325 lines (325 loc) · 18.9 KB
/
UberShader.shader
File metadata and controls
325 lines (325 loc) · 18.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
Shader "hidden/preview"
{
Properties
{
Float_A6E7CF86("Speed", Float) = 0.2
Vector2_B1B0D437("Tilling", Vector) = (0,0,0,0)
[NoScaleOffset] Texture_71BAC8EF("Image", 2D) = "white" {}
Float_E2DF4406("Metallic", Float) = 0
Float_9736E1F4("Smoothness", Float) = 0.5
Float_61B9223D("Occulusion", Float) = 1
[NoScaleOffset] Texture_2AFFB418("Normal", 2D) = "white" {}
Float_EB2CCD90("NormalPower", Float) = 1
Color_505C057B("Color", Color) = (1,1,1,0)
[NoScaleOffset] Texture_405CA61D("Texture", 2D) = "white" {}
}
CGINCLUDE
#include "UnityCG.cginc"
void Unity_TilingAndOffset_float(float2 UV, float2 Tiling, float2 Offset, out float2 Out)
{
Out = UV * Tiling + Offset;
}
void Unity_Add_float(float2 A, float2 B, out float2 Out)
{
Out = A + B;
}
void Unity_Multiply_float(float A, float B, out float Out)
{
Out = A * B;
}
void Unity_Combine_float(float R, float G, float B, float A, out float4 RGBA)
{
RGBA = float4(R, G, B, A);
}
void Unity_Multiply_float(float4 A, float4 B, out float4 Out)
{
Out = A * B;
}
void Unity_Rotate_Radians_float(float2 UV, float2 Center, float Rotation, out float2 Out)
{
//rotation matrix
UV -= Center;
float s = sin(Rotation);
float c = cos(Rotation);
//center rotation matrix
float2x2 rMatrix = float2x2(c, -s, s, c);
rMatrix *= 0.5;
rMatrix += 0.5;
rMatrix = rMatrix*2 - 1;
//multiply the UVs by the rotation matrix
UV.xy = mul(UV.xy, rMatrix);
UV += Center;
Out = UV;
}
void Unity_Add_float(float4 A, float4 B, out float4 Out)
{
Out = A + B;
}
void Unity_Preview_float(float4 In, out float4 Out)
{
Out = In;
}
void Unity_OneMinus_float(float4 In, out float4 Out)
{
Out = 1 - In;
}
void Unity_Power_float(float4 A, float4 B, out float4 Out)
{
Out = pow(A, B);
}
void Unity_Clamp_float(float4 In, float4 Min, float4 Max, out float4 Out)
{
Out = clamp(In, Min, Max);
}
void Unity_NormalStrength_float(float3 In, float Strength, out float3 Out)
{
Out = float3(In.rg * Strength, 1);
}
struct GraphVertexInput
{
float4 vertex : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 texcoord0 : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct SurfaceInputs{
half4 uv0;
};
struct SurfaceDescription{
float4 PreviewOutput;
};
float Float_3A075C8B;
float Float_A6E7CF86;
float4 Vector2_B1B0D437;
UNITY_DECLARE_TEX2D(Texture_71BAC8EF);
float Float_E2DF4406;
float Float_9736E1F4;
float Float_61B9223D;
UNITY_DECLARE_TEX2D(Texture_2AFFB418);
float Float_EB2CCD90;
float4 Color_505C057B;
UNITY_DECLARE_TEX2D(Texture_405CA61D);
float4 _TilingAndOffset_7EAA610A_UV;
float4 _TilingAndOffset_7EAA610A_Offset;
float4 _Add_3D251047_B;
float _Combine_C1838124_B;
float _Combine_C1838124_A;
float4 _Multiply_597E1E6E_B;
float4 _TilingAndOffset_DA51A6E0_UV;
float4 _Rotate_9B331C60_Center;
float _Rotate_9B331C60_Rotation;
float4 _Add_C6D94697_B;
float4 _Multiply_3B1C36CC_B;
float4 _TilingAndOffset_8CBE9564_UV;
float4 _Rotate_40DA02FF_Center;
float _Rotate_40DA02FF_Rotation;
float4 _Add_3E859C3A_B;
float4 _Multiply_939E0B92_B;
float4 _TilingAndOffset_CEDA7F4C_UV;
float4 _Rotate_E33D1A35_Center;
float _Rotate_E33D1A35_Rotation;
float4 _Multiply_F24F7723_B;
float4 _TilingAndOffset_7C27A56D_UV;
float4 _Rotate_B9D55D88_Center;
float _Rotate_B9D55D88_Rotation;
float4 _Multiply_1DD20C03_B;
float4 _TilingAndOffset_48B7D83C_UV;
float4 _Rotate_C4379400_Center;
float _Rotate_C4379400_Rotation;
float4 _Clamp_BDAA3814_Min;
float4 _Clamp_BDAA3814_Max;
GraphVertexInput PopulateVertexData(GraphVertexInput v){
return v;
}
SurfaceDescription PopulateSurfaceData(SurfaceInputs IN) {
SurfaceDescription surface = (SurfaceDescription)0;
half4 uv0 = IN.uv0;
float2 _Property_BD85E76_Out = Vector2_B1B0D437;
float2 _TilingAndOffset_7EAA610A_Out;
Unity_TilingAndOffset_float(uv0.xy, _Property_BD85E76_Out, _TilingAndOffset_7EAA610A_Offset, _TilingAndOffset_7EAA610A_Out);
if (Float_3A075C8B == 0) { surface.PreviewOutput = half4(_TilingAndOffset_7EAA610A_Out.x, _TilingAndOffset_7EAA610A_Out.y, 0.0, 1.0); return surface; }
float4 _SampleTexture2D_91CADF20_RGBA = UNITY_SAMPLE_TEX2D(Texture_405CA61D,_TilingAndOffset_7EAA610A_Out);
float _SampleTexture2D_91CADF20_R = _SampleTexture2D_91CADF20_RGBA.r;
float _SampleTexture2D_91CADF20_G = _SampleTexture2D_91CADF20_RGBA.g;
float _SampleTexture2D_91CADF20_B = _SampleTexture2D_91CADF20_RGBA.b;
float _SampleTexture2D_91CADF20_A = _SampleTexture2D_91CADF20_RGBA.a;
if (Float_3A075C8B == 1) { surface.PreviewOutput = half4(_SampleTexture2D_91CADF20_RGBA.x, _SampleTexture2D_91CADF20_RGBA.y, _SampleTexture2D_91CADF20_RGBA.z, 1.0); return surface; }
float2 _Property_3049E5C8_Out = Vector2_B1B0D437;
float2 _Add_3D251047_Out;
Unity_Add_float(_Property_3049E5C8_Out, _Add_3D251047_B, _Add_3D251047_Out);
if (Float_3A075C8B == 2) { surface.PreviewOutput = half4(_Add_3D251047_Out.x, _Add_3D251047_Out.y, 0.0, 1.0); return surface; }
float _Property_8972091C_Out = Float_A6E7CF86;
float _Multiply_F23A1A8C_Out;
Unity_Multiply_float(_Time.y, _Property_8972091C_Out, _Multiply_F23A1A8C_Out);
if (Float_3A075C8B == 3) { surface.PreviewOutput = half4(_Multiply_F23A1A8C_Out, _Multiply_F23A1A8C_Out, _Multiply_F23A1A8C_Out, 1.0); return surface; }
float4 _Combine_C1838124_RGBA;
Unity_Combine_float(_Multiply_F23A1A8C_Out, _Multiply_F23A1A8C_Out, _Combine_C1838124_B, _Combine_C1838124_A, _Combine_C1838124_RGBA);
if (Float_3A075C8B == 4) { surface.PreviewOutput = half4(_Combine_C1838124_RGBA.x, _Combine_C1838124_RGBA.y, _Combine_C1838124_RGBA.z, 1.0); return surface; }
float4 _Multiply_597E1E6E_Out;
Unity_Multiply_float(_Combine_C1838124_RGBA, _Multiply_597E1E6E_B, _Multiply_597E1E6E_Out);
if (Float_3A075C8B == 5) { surface.PreviewOutput = half4(_Multiply_597E1E6E_Out.x, _Multiply_597E1E6E_Out.y, _Multiply_597E1E6E_Out.z, 1.0); return surface; }
float2 _TilingAndOffset_DA51A6E0_Out;
Unity_TilingAndOffset_float(uv0.xy, _Add_3D251047_Out, (_Multiply_597E1E6E_Out.xy), _TilingAndOffset_DA51A6E0_Out);
if (Float_3A075C8B == 6) { surface.PreviewOutput = half4(_TilingAndOffset_DA51A6E0_Out.x, _TilingAndOffset_DA51A6E0_Out.y, 0.0, 1.0); return surface; }
float2 _Rotate_9B331C60_Out;
Unity_Rotate_Radians_float(_TilingAndOffset_DA51A6E0_Out, _Rotate_9B331C60_Center, _Rotate_9B331C60_Rotation, _Rotate_9B331C60_Out);
if (Float_3A075C8B == 7) { surface.PreviewOutput = half4(_Rotate_9B331C60_Out.x, _Rotate_9B331C60_Out.y, 0.0, 1.0); return surface; }
float4 _SampleTexture2D_8E651293_RGBA = UNITY_SAMPLE_TEX2D(Texture_71BAC8EF,_Rotate_9B331C60_Out);
float _SampleTexture2D_8E651293_R = _SampleTexture2D_8E651293_RGBA.r;
float _SampleTexture2D_8E651293_G = _SampleTexture2D_8E651293_RGBA.g;
float _SampleTexture2D_8E651293_B = _SampleTexture2D_8E651293_RGBA.b;
float _SampleTexture2D_8E651293_A = _SampleTexture2D_8E651293_RGBA.a;
if (Float_3A075C8B == 8) { surface.PreviewOutput = half4(_SampleTexture2D_8E651293_RGBA.x, _SampleTexture2D_8E651293_RGBA.y, _SampleTexture2D_8E651293_RGBA.z, 1.0); return surface; }
float2 _Add_C6D94697_Out;
Unity_Add_float(_Property_3049E5C8_Out, _Add_C6D94697_B, _Add_C6D94697_Out);
if (Float_3A075C8B == 9) { surface.PreviewOutput = half4(_Add_C6D94697_Out.x, _Add_C6D94697_Out.y, 0.0, 1.0); return surface; }
float4 _Multiply_3B1C36CC_Out;
Unity_Multiply_float(_Combine_C1838124_RGBA, _Multiply_3B1C36CC_B, _Multiply_3B1C36CC_Out);
if (Float_3A075C8B == 10) { surface.PreviewOutput = half4(_Multiply_3B1C36CC_Out.x, _Multiply_3B1C36CC_Out.y, _Multiply_3B1C36CC_Out.z, 1.0); return surface; }
float2 _TilingAndOffset_8CBE9564_Out;
Unity_TilingAndOffset_float(uv0.xy, _Add_C6D94697_Out, (_Multiply_3B1C36CC_Out.xy), _TilingAndOffset_8CBE9564_Out);
if (Float_3A075C8B == 11) { surface.PreviewOutput = half4(_TilingAndOffset_8CBE9564_Out.x, _TilingAndOffset_8CBE9564_Out.y, 0.0, 1.0); return surface; }
float2 _Rotate_40DA02FF_Out;
Unity_Rotate_Radians_float(_TilingAndOffset_8CBE9564_Out, _Rotate_40DA02FF_Center, _Rotate_40DA02FF_Rotation, _Rotate_40DA02FF_Out);
if (Float_3A075C8B == 12) { surface.PreviewOutput = half4(_Rotate_40DA02FF_Out.x, _Rotate_40DA02FF_Out.y, 0.0, 1.0); return surface; }
float4 _SampleTexture2D_FD3A99DF_RGBA = UNITY_SAMPLE_TEX2D(Texture_71BAC8EF,_Rotate_40DA02FF_Out);
float _SampleTexture2D_FD3A99DF_R = _SampleTexture2D_FD3A99DF_RGBA.r;
float _SampleTexture2D_FD3A99DF_G = _SampleTexture2D_FD3A99DF_RGBA.g;
float _SampleTexture2D_FD3A99DF_B = _SampleTexture2D_FD3A99DF_RGBA.b;
float _SampleTexture2D_FD3A99DF_A = _SampleTexture2D_FD3A99DF_RGBA.a;
if (Float_3A075C8B == 13) { surface.PreviewOutput = half4(_SampleTexture2D_FD3A99DF_RGBA.x, _SampleTexture2D_FD3A99DF_RGBA.y, _SampleTexture2D_FD3A99DF_RGBA.z, 1.0); return surface; }
float4 _Add_D3AA546_Out;
Unity_Add_float(_SampleTexture2D_8E651293_RGBA, _SampleTexture2D_FD3A99DF_RGBA, _Add_D3AA546_Out);
if (Float_3A075C8B == 14) { surface.PreviewOutput = half4(_Add_D3AA546_Out.x, _Add_D3AA546_Out.y, _Add_D3AA546_Out.z, 1.0); return surface; }
float2 _Add_3E859C3A_Out;
Unity_Add_float(_Property_3049E5C8_Out, _Add_3E859C3A_B, _Add_3E859C3A_Out);
if (Float_3A075C8B == 15) { surface.PreviewOutput = half4(_Add_3E859C3A_Out.x, _Add_3E859C3A_Out.y, 0.0, 1.0); return surface; }
float4 _Multiply_939E0B92_Out;
Unity_Multiply_float(_Combine_C1838124_RGBA, _Multiply_939E0B92_B, _Multiply_939E0B92_Out);
if (Float_3A075C8B == 16) { surface.PreviewOutput = half4(_Multiply_939E0B92_Out.x, _Multiply_939E0B92_Out.y, _Multiply_939E0B92_Out.z, 1.0); return surface; }
float2 _TilingAndOffset_CEDA7F4C_Out;
Unity_TilingAndOffset_float(uv0.xy, _Add_3E859C3A_Out, (_Multiply_939E0B92_Out.xy), _TilingAndOffset_CEDA7F4C_Out);
if (Float_3A075C8B == 17) { surface.PreviewOutput = half4(_TilingAndOffset_CEDA7F4C_Out.x, _TilingAndOffset_CEDA7F4C_Out.y, 0.0, 1.0); return surface; }
float2 _Rotate_E33D1A35_Out;
Unity_Rotate_Radians_float(_TilingAndOffset_CEDA7F4C_Out, _Rotate_E33D1A35_Center, _Rotate_E33D1A35_Rotation, _Rotate_E33D1A35_Out);
if (Float_3A075C8B == 18) { surface.PreviewOutput = half4(_Rotate_E33D1A35_Out.x, _Rotate_E33D1A35_Out.y, 0.0, 1.0); return surface; }
float4 _SampleTexture2D_A0734840_RGBA = UNITY_SAMPLE_TEX2D(Texture_71BAC8EF,_Rotate_E33D1A35_Out);
float _SampleTexture2D_A0734840_R = _SampleTexture2D_A0734840_RGBA.r;
float _SampleTexture2D_A0734840_G = _SampleTexture2D_A0734840_RGBA.g;
float _SampleTexture2D_A0734840_B = _SampleTexture2D_A0734840_RGBA.b;
float _SampleTexture2D_A0734840_A = _SampleTexture2D_A0734840_RGBA.a;
if (Float_3A075C8B == 19) { surface.PreviewOutput = half4(_SampleTexture2D_A0734840_RGBA.x, _SampleTexture2D_A0734840_RGBA.y, _SampleTexture2D_A0734840_RGBA.z, 1.0); return surface; }
float4 _Add_A6E086EF_Out;
Unity_Add_float(_Add_D3AA546_Out, _SampleTexture2D_A0734840_RGBA, _Add_A6E086EF_Out);
if (Float_3A075C8B == 20) { surface.PreviewOutput = half4(_Add_A6E086EF_Out.x, _Add_A6E086EF_Out.y, _Add_A6E086EF_Out.z, 1.0); return surface; }
float4 _Multiply_F24F7723_Out;
Unity_Multiply_float(_Combine_C1838124_RGBA, _Multiply_F24F7723_B, _Multiply_F24F7723_Out);
if (Float_3A075C8B == 21) { surface.PreviewOutput = half4(_Multiply_F24F7723_Out.x, _Multiply_F24F7723_Out.y, _Multiply_F24F7723_Out.z, 1.0); return surface; }
float2 _TilingAndOffset_7C27A56D_Out;
Unity_TilingAndOffset_float(uv0.xy, _Add_3E859C3A_Out, (_Multiply_F24F7723_Out.xy), _TilingAndOffset_7C27A56D_Out);
if (Float_3A075C8B == 22) { surface.PreviewOutput = half4(_TilingAndOffset_7C27A56D_Out.x, _TilingAndOffset_7C27A56D_Out.y, 0.0, 1.0); return surface; }
float2 _Rotate_B9D55D88_Out;
Unity_Rotate_Radians_float(_TilingAndOffset_7C27A56D_Out, _Rotate_B9D55D88_Center, _Rotate_B9D55D88_Rotation, _Rotate_B9D55D88_Out);
if (Float_3A075C8B == 23) { surface.PreviewOutput = half4(_Rotate_B9D55D88_Out.x, _Rotate_B9D55D88_Out.y, 0.0, 1.0); return surface; }
float4 _SampleTexture2D_96E63C9C_RGBA = UNITY_SAMPLE_TEX2D(Texture_71BAC8EF,_Rotate_B9D55D88_Out);
float _SampleTexture2D_96E63C9C_R = _SampleTexture2D_96E63C9C_RGBA.r;
float _SampleTexture2D_96E63C9C_G = _SampleTexture2D_96E63C9C_RGBA.g;
float _SampleTexture2D_96E63C9C_B = _SampleTexture2D_96E63C9C_RGBA.b;
float _SampleTexture2D_96E63C9C_A = _SampleTexture2D_96E63C9C_RGBA.a;
if (Float_3A075C8B == 24) { surface.PreviewOutput = half4(_SampleTexture2D_96E63C9C_RGBA.x, _SampleTexture2D_96E63C9C_RGBA.y, _SampleTexture2D_96E63C9C_RGBA.z, 1.0); return surface; }
float4 _Add_744F92CF_Out;
Unity_Add_float(_Add_A6E086EF_Out, _SampleTexture2D_96E63C9C_RGBA, _Add_744F92CF_Out);
if (Float_3A075C8B == 25) { surface.PreviewOutput = half4(_Add_744F92CF_Out.x, _Add_744F92CF_Out.y, _Add_744F92CF_Out.z, 1.0); return surface; }
float4 _Multiply_1DD20C03_Out;
Unity_Multiply_float(_Combine_C1838124_RGBA, _Multiply_1DD20C03_B, _Multiply_1DD20C03_Out);
if (Float_3A075C8B == 26) { surface.PreviewOutput = half4(_Multiply_1DD20C03_Out.x, _Multiply_1DD20C03_Out.y, _Multiply_1DD20C03_Out.z, 1.0); return surface; }
float2 _TilingAndOffset_48B7D83C_Out;
Unity_TilingAndOffset_float(uv0.xy, _Add_3E859C3A_Out, (_Multiply_1DD20C03_Out.xy), _TilingAndOffset_48B7D83C_Out);
if (Float_3A075C8B == 27) { surface.PreviewOutput = half4(_TilingAndOffset_48B7D83C_Out.x, _TilingAndOffset_48B7D83C_Out.y, 0.0, 1.0); return surface; }
float2 _Rotate_C4379400_Out;
Unity_Rotate_Radians_float(_TilingAndOffset_48B7D83C_Out, _Rotate_C4379400_Center, _Rotate_C4379400_Rotation, _Rotate_C4379400_Out);
if (Float_3A075C8B == 28) { surface.PreviewOutput = half4(_Rotate_C4379400_Out.x, _Rotate_C4379400_Out.y, 0.0, 1.0); return surface; }
float4 _SampleTexture2D_1B6152CE_RGBA = UNITY_SAMPLE_TEX2D(Texture_71BAC8EF,_Rotate_C4379400_Out);
float _SampleTexture2D_1B6152CE_R = _SampleTexture2D_1B6152CE_RGBA.r;
float _SampleTexture2D_1B6152CE_G = _SampleTexture2D_1B6152CE_RGBA.g;
float _SampleTexture2D_1B6152CE_B = _SampleTexture2D_1B6152CE_RGBA.b;
float _SampleTexture2D_1B6152CE_A = _SampleTexture2D_1B6152CE_RGBA.a;
if (Float_3A075C8B == 29) { surface.PreviewOutput = half4(_SampleTexture2D_1B6152CE_RGBA.x, _SampleTexture2D_1B6152CE_RGBA.y, _SampleTexture2D_1B6152CE_RGBA.z, 1.0); return surface; }
float4 _Add_F6738658_Out;
Unity_Add_float(_Add_744F92CF_Out, _SampleTexture2D_1B6152CE_RGBA, _Add_F6738658_Out);
if (Float_3A075C8B == 30) { surface.PreviewOutput = half4(_Add_F6738658_Out.x, _Add_F6738658_Out.y, _Add_F6738658_Out.z, 1.0); return surface; }
float4 _Preview_84C2280D_Out;
Unity_Preview_float(_Add_F6738658_Out, _Preview_84C2280D_Out);
if (Float_3A075C8B == 31) { surface.PreviewOutput = half4(_Preview_84C2280D_Out.x, _Preview_84C2280D_Out.y, _Preview_84C2280D_Out.z, 1.0); return surface; }
float4 _OneMinus_F4633EE7_Out;
Unity_OneMinus_float(_Preview_84C2280D_Out, _OneMinus_F4633EE7_Out);
if (Float_3A075C8B == 32) { surface.PreviewOutput = half4(_OneMinus_F4633EE7_Out.x, _OneMinus_F4633EE7_Out.y, _OneMinus_F4633EE7_Out.z, 1.0); return surface; }
float4 _Power_11477883_Out;
Unity_Power_float(_Preview_84C2280D_Out, _OneMinus_F4633EE7_Out, _Power_11477883_Out);
if (Float_3A075C8B == 33) { surface.PreviewOutput = half4(_Power_11477883_Out.x, _Power_11477883_Out.y, _Power_11477883_Out.z, 1.0); return surface; }
float4 _OneMinus_DDC6E182_Out;
Unity_OneMinus_float(_Power_11477883_Out, _OneMinus_DDC6E182_Out);
if (Float_3A075C8B == 34) { surface.PreviewOutput = half4(_OneMinus_DDC6E182_Out.x, _OneMinus_DDC6E182_Out.y, _OneMinus_DDC6E182_Out.z, 1.0); return surface; }
float4 _Clamp_BDAA3814_Out;
Unity_Clamp_float(_OneMinus_DDC6E182_Out, _Clamp_BDAA3814_Min, _Clamp_BDAA3814_Max, _Clamp_BDAA3814_Out);
if (Float_3A075C8B == 35) { surface.PreviewOutput = half4(_Clamp_BDAA3814_Out.x, _Clamp_BDAA3814_Out.y, _Clamp_BDAA3814_Out.z, 1.0); return surface; }
float4 _Property_4713334B_Out = Color_505C057B;
float4 _Multiply_F4F39E27_Out;
Unity_Multiply_float(_Clamp_BDAA3814_Out, _Property_4713334B_Out, _Multiply_F4F39E27_Out);
if (Float_3A075C8B == 36) { surface.PreviewOutput = half4(_Multiply_F4F39E27_Out.x, _Multiply_F4F39E27_Out.y, _Multiply_F4F39E27_Out.z, 1.0); return surface; }
float4 _Multiply_CEBCAFF4_Out;
Unity_Multiply_float(_Multiply_F4F39E27_Out, _SampleTexture2D_91CADF20_RGBA, _Multiply_CEBCAFF4_Out);
if (Float_3A075C8B == 37) { surface.PreviewOutput = half4(_Multiply_CEBCAFF4_Out.x, _Multiply_CEBCAFF4_Out.y, _Multiply_CEBCAFF4_Out.z, 1.0); return surface; }
float4 _SampleTexture2D_494B731A_RGBA = UNITY_SAMPLE_TEX2D(Texture_2AFFB418,_TilingAndOffset_7EAA610A_Out);
_SampleTexture2D_494B731A_RGBA.rgb = UnpackNormal(_SampleTexture2D_494B731A_RGBA);
float _SampleTexture2D_494B731A_R = _SampleTexture2D_494B731A_RGBA.r;
float _SampleTexture2D_494B731A_G = _SampleTexture2D_494B731A_RGBA.g;
float _SampleTexture2D_494B731A_B = _SampleTexture2D_494B731A_RGBA.b;
float _SampleTexture2D_494B731A_A = _SampleTexture2D_494B731A_RGBA.a;
if (Float_3A075C8B == 38) { surface.PreviewOutput = half4(_SampleTexture2D_494B731A_RGBA.x, _SampleTexture2D_494B731A_RGBA.y, _SampleTexture2D_494B731A_RGBA.z, 1.0); return surface; }
float _Property_EC4176F_Out = Float_EB2CCD90;
float3 _NormalStrength_346D7681_Out;
Unity_NormalStrength_float((_SampleTexture2D_494B731A_RGBA.xyz), _Property_EC4176F_Out, _NormalStrength_346D7681_Out);
if (Float_3A075C8B == 39) { surface.PreviewOutput = half4(_NormalStrength_346D7681_Out.x, _NormalStrength_346D7681_Out.y, _NormalStrength_346D7681_Out.z, 1.0); return surface; }
float _Property_FBE1886A_Out = Float_E2DF4406;
float _Property_987113B4_Out = Float_9736E1F4;
float _Property_90501703_Out = Float_61B9223D;
return surface;
}
ENDCG
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct GraphVertexOutput
{
float4 position : POSITION;
half4 uv0 : TEXCOORD;
};
GraphVertexOutput vert (GraphVertexInput v)
{
v = PopulateVertexData(v);
GraphVertexOutput o;
o.position = UnityObjectToClipPos(v.vertex);
o.uv0 = v.texcoord0;
return o;
}
fixed4 frag (GraphVertexOutput IN) : SV_Target
{
float4 uv0 = IN.uv0;
SurfaceInputs surfaceInput = (SurfaceInputs)0;;
surfaceInput.uv0 = uv0;
SurfaceDescription surf = PopulateSurfaceData(surfaceInput);
return surf.PreviewOutput;
}
ENDCG
}
}
}