mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 12:44:26 -07:00
239 lines
8.4 KiB
Plaintext
239 lines
8.4 KiB
Plaintext
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// Alloy Physical Shader Framework
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// Copyright 2013-2017 RUST LLC.
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// http://www.alloy.rustltd.com/
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Shader "Alloy Mods/Transition Lite" {
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Properties {
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// Global Settings
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[Toggle(EFFECT_BUMP)]
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_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale,_BumpMap2,_BumpScale2}, NormalMaps:{}}}", Float) = 1
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[Toggle(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)]
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_MainRoughnessSource ("'Roughness Source' {Dropdown:{PackedMapAlpha:{}, BaseColorAlpha:{_SpecTex,_Occlusion,_MaterialMap2,_Occlusion2}}}", Float) = 0
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// Main Textures
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_MainTextures ("'Main Textures' {Section:{Color:0}}", Float) = 0
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[LM_Albedo] [LM_Transparency]
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_Color ("'Tint' {}", Color) = (1,1,1,1)
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[LM_MasterTilingOffset] [LM_Albedo]
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_MainTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_MainTexUV ("UV Set", Float) = 0
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[LM_Metallic]
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_SpecTex ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex}", 2D) = "white" {}
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[LM_NormalMap]
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_BumpMap ("'Normals' {Visualize:{NRM}, Parent:_MainTex}", 2D) = "bump" {}
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_BaseColorVertexTint ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Main Properties
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_MainPhysicalProperties ("'Main Properties' {Section:{Color:1}}", Float) = 0
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[LM_Metallic]
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_Metal ("'Metallic' {Min:0, Max:1}", Float) = 1
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_Specularity ("'Specularity' {Min:0, Max:1}", Float) = 1
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_SpecularTint ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_Roughness ("'Roughness' {Min:0, Max:1}", Float) = 1
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_Occlusion ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_BumpScale ("'Normal Strength' {}", Float) = 1
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// Dissolve
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[Toggle(_DISSOLVE_ON)]
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_Dissolve ("'Dissolve' {Feature:{Color:12}}", Float) = 0
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[HDR]
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_DissolveGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
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_DissolveTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_DissolveTexUV ("UV Set", Float) = 0
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_DissolveCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
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// Transition
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_TransitionProperties ("'Transition' {Section:{Color:14}}", Float) = 0
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[HDR]
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_TransitionGlowColor ("'Glow Tint' {}", Color) = (1,1,1,1)
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_TransitionTex ("'Glow Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_TransitionTexUV ("UV Set", Float) = 0
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_TransitionCutoff ("'Cutoff' {Min:0, Max:1}", Float) = 0
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// Secondary Textures
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_SecondaryTextures ("'Secondary Textures' {Section:{Color:15}}", Float) = 0
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_Color2 ("'Tint' {}", Color) = (1,1,1,1)
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_MainTex2 ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "white" {}
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_MainTex2Velocity ("Scroll", Vector) = (0,0,0,0)
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_MainTex2UV ("UV Set", Float) = 0
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_MaterialMap2 ("'Metal(R) AO(G) Spec(B) Rough(A)' {Visualize:{R, G, B, A}, Parent:_MainTex2}", 2D) = "white" {}
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_BumpMap2 ("'Normals' {Visualize:{NRM}, Parent:_MainTex2}", 2D) = "bump" {}
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_BaseColorVertexTint2 ("'Vertex Color Tint' {Min:0, Max:1}", Float) = 0
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// Secondary Properties
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_SecondaryPhysicalProperties ("'Secondary Properties' {Section:{Color:16}}", Float) = 0
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_Metallic2 ("'Metallic' {Min:0, Max:1}", Float) = 1
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_Specularity2 ("'Specularity' {Min:0, Max:1}", Float) = 1
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_SpecularTint2 ("'Specular Tint' {Min:0, Max:1}", Float) = 0
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_Roughness2 ("'Roughness' {Min:0, Max:1}", Float) = 1
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_Occlusion2 ("'Occlusion Strength' {Min:0, Max:1}", Float) = 1
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_BumpScale2 ("'Normal Strength' {}", Float) = 1
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// Forward Rendering Options
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_ForwardRenderingOptions ("'Forward Rendering Options' {Section:{Color:19}}", Float) = 0
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[ToggleOff]
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_SpecularHighlights ("'Specular Highlights' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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[ToggleOff]
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_GlossyReflections ("'Glossy Reflections' {Toggle:{On:{}, Off:{}}}", Float) = 1.0
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// Advanced Options
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_AdvancedOptions ("'Advanced Options' {Section:{Color:20}}", Float) = 0
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_Lightmapping ("'GI' {LightmapEmissionProperty:{}}", Float) = 1
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_RenderQueue ("'Render Queue' {RenderQueue:{}}", Float) = 0
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_EnableInstancing ("'Enable Instancing' {EnableInstancing:{}}", Float) = 0
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}
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SubShader {
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Tags {
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"Queue" = "Geometry"
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"RenderType" = "Opaque"
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//"DisableBatching" = "LODFading"
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}
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LOD 300
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Pass {
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Name "FORWARD"
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Tags { "LightMode" = "ForwardBase" }
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdbase
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#pragma multi_compile_fog
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#pragma multi_compile_instancing
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
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#include "Assets/Alloy/Shaders/Forward/Base.cginc"
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ENDCG
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}
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Pass {
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Name "FORWARD_DELTA"
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Tags { "LightMode" = "ForwardAdd" }
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Blend One One
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ZWrite Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _SPECULARHIGHLIGHTS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_fwdadd_fullshadows
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#pragma multi_compile_fog
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//#pragma multi_compile __ VTRANSPARENCY_ON
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDADD
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#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
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#include "Assets/Alloy/Shaders/Forward/Add.cginc"
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ENDCG
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}
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Pass {
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Name "SHADOWCASTER"
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Tags { "LightMode" = "ShadowCaster" }
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers gles
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_SHADOWCASTER
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#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
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#include "Assets/Alloy/Shaders/Forward/Shadow.cginc"
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ENDCG
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}
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Pass {
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Name "DEFERRED"
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Tags { "LightMode" = "Deferred" }
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma shader_feature _ _GLOSSYREFLECTIONS_OFF
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//#pragma multi_compile __ LOD_FADE_PERCENTAGE LOD_FADE_CROSSFADE
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#pragma multi_compile_prepassfinal
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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#pragma multi_compile_instancing
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_DEFERRED
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#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
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#include "Assets/Alloy/Shaders/Forward/Gbuffer.cginc"
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ENDCG
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}
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Pass {
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Name "Meta"
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Tags { "LightMode" = "Meta" }
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Cull Off
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CGPROGRAM
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#pragma target 3.0
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
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#pragma vertex aMainVertexShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_META
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#include "Assets/Alloy/Mods/Shaders/Definition/TransitionLite.cginc"
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#include "Assets/Alloy/Shaders/Forward/Meta.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 "AlloyFieldBasedEditor"
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}
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