356 lines
9.8 KiB
Plaintext
356 lines
9.8 KiB
Plaintext
// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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Shader "Gonbest/PBR/UnityStandardHelper"
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{
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Properties
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{
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_Color("Color", Color) = (1,1,1,1)
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_MainTex("Albedo", 2D) = "white" {}
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_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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_Glossiness("Smoothness", Range(0.0, 1.0)) = 0.5
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_GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0
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[Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0
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_MetallicGlossMap("Metallic", 2D) = "white" {}
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_BumpScale("Scale", Float) = 1.0
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_BumpMap("Normal Map", 2D) = "bump" {}
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_Parallax ("Height Scale", Range (0.005, 0.08)) = 0.02
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_ParallaxMap ("Height Map", 2D) = "black" {}
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_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
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_OcclusionMap("Occlusion", 2D) = "white" {}
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_EmissionColor("Color", Color) = (0,0,0)
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_EmissionMap("Emission", 2D) = "white" {}
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_DetailMask("Detail Mask", 2D) = "white" {}
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_DetailAlbedoMap("Detail Albedo x2", 2D) = "grey" {}
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_DetailNormalMapScale("Scale", Float) = 1.0
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_DetailNormalMap("Normal Map", 2D) = "bump" {}
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}
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CGINCLUDE
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#define UNITY_SETUP_BRDF_INPUT MetallicSetup
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ENDCG
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SubShader
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{
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Tags { "RenderType"="Opaque" "PerformanceChecks"="False" }
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LOD 150
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// ------------------------------------------------------------------
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// Base forward pass (directional light, emission, lightmaps, ...)
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Pass
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{
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _EMISSION
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD&ALPHA"
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Tags { "LightMode" = "ForwardBase" }
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ZWrite Off
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Blend One OneMinusSrcAlpha,Zero OneMinusSrcAlpha
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _ALPHAPREMULTIPLY_ON
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#pragma multi_compile _EMISSION
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD&ALPHAFADE"
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Tags { "LightMode" = "ForwardBase" }
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ZWrite Off
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Blend SrcAlpha OneMinusSrcAlpha,Zero OneMinusSrcAlpha
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _ALPHABLEND_ON
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#pragma multi_compile _EMISSION
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD&ALPHATEST"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _ALPHATEST_ON
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#pragma multi_compile _EMISSION
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT DIRLIGHTMAP_COMBINED
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma vertex vertBase
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#pragma fragment fragBase
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Additive forward pass (one light per pass)
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Pass
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{
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend SrcAlpha One,Zero OneMinusSrcAlpha
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD_DELTA&ALPHA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend One One,Zero OneMinusSrcAlpha
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _ALPHAPREMULTIPLY_ON
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD_DELTA&ALPHAFADE"
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Tags { "LightMode" = "ForwardAdd" }
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Blend SrcAlpha One,Zero OneMinusSrcAlpha
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _ALPHABLEND_ON
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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Pass
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{
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Name "FORWARD_DELTA&ALPHATEST"
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Tags { "LightMode" = "ForwardAdd" }
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Blend SrcAlpha One,Zero OneMinusSrcAlpha
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Fog { Color (0,0,0,0) } // in additive pass fog should be black
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ZWrite Off
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ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _NORMALMAP
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#pragma multi_compile _ALPHATEST_ON
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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#pragma vertex vertAdd
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#pragma fragment fragAdd
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#include "UnityStandardCoreForward.cginc"
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ENDCG
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}
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// ------------------------------------------------------------------
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// Shadow rendering pass
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Pass {
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Name "SHADOWCASTER"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER&ALPHA"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _ALPHAPREMULTIPLY_ON
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER&ALPHAFADE"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _ALPHABLEND_ON
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER&ALPHATEST"
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Tags { "LightMode" = "ShadowCaster" }
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ZWrite On ZTest LEqual
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CGPROGRAM
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#pragma target 2.0
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#pragma multi_compile _ALPHATEST_ON
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#pragma multi_compile _METALLICGLOSSMAP
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#pragma skip_variants SHADOWS_SOFT
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#pragma multi_compile_shadowcaster
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#pragma vertex vertShadowCaster
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#pragma fragment fragShadowCaster
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#include "UnityStandardShadow.cginc"
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ENDCG
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}
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}
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FallBack "VertexLit"
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CustomEditor "StandardShaderGUI"
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}
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