mirror of
https://github.com/muskit/H3VR-TNH-Quality-of-Life-Improvements.git
synced 2026-06-03 04:34:26 -07:00
341 lines
13 KiB
Plaintext
Vendored
341 lines
13 KiB
Plaintext
Vendored
// 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/Tessellation/Human/Skin" {
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Properties {
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[Toggle(EFFECT_BUMP)]
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_HasBumpMap ("'Normals Source' {Dropdown:{VertexNormals:{_BumpMap,_BumpScale,_DetailNormalMap,_DetailNormalMapScale,_WetNormalMap,_WetNormalMapScale}, NormalMaps:{}}}", Float) = 1
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// Skin Textures
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_MainTextures ("'Skin 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) SSS(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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// Skin Properties
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_MainPhysicalProperties ("'Skin Properties' {Section:{Color:1}}", Float) = 0
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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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_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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// Tessellation
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_TessellationProperties("'Tessellation' {Section:{Color:5}}", Float) = 0
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[KeywordEnum(Displacement, Phong)]
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_TessellationMode("'Mode' {Dropdown:{Displacement:{_Phong}, Phong:{_DispTex, _Displacement}}}", Float) = 0
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_DispTex("'Heightmap(G)' {Visualize:{RGB}}", 2D) = "black" {}
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_DispTexVelocity("Scroll", Vector) = (0,0,0,0)
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_Displacement("'Displacement' {Min:0, Max:30}", Float) = 0.3
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_Phong("'Phong Strength' {Min:0, Max:1}", Float) = 0.5
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_EdgeLength("'Edge Length' {Min:2, Max:50}", Float) = 15
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// Detail
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[Toggle(_DETAIL_MULX2)]
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_DetailT ("'Detail' {Feature:{Color:7}}", Float) = 0
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[Toggle(_NORMALMAP)]
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_DetailMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_DetailMask}}}", Float) = 0
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_DetailMask ("'Mask(A)' {Visualize:{A}, Parent:_MainTex}", 2D) = "white" {}
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_DetailMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
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[Enum(Mul, 0, MulX2, 1)]
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_DetailMode ("'Color Mode' {Dropdown:{Mul:{}, MulX2:{}}}", Float) = 0
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_DetailAlbedoMap ("'Color(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_DetailAlbedoMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_DetailAlbedoMapUV ("UV Set", Float) = 0
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_DetailNormalMap ("'Normals' {Visualize:{NRM}, Parent:_DetailAlbedoMap}", 2D) = "bump" {}
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_DetailWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_DetailNormalMapScale ("'Normal Strength' {}", Float) = 1
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// Team Color
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[Toggle(_TEAMCOLOR_ON)]
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_TeamColor ("'Team Color' {Feature:{Color:8}}", Float) = 0
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[Enum(Masks, 0, Tint, 1)]
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_TeamColorMasksAsTint ("'Texture Mode' {Dropdown:{Masks:{}, Tint:{_TeamColorMasks, _TeamColor0, _TeamColor1, _TeamColor2, _TeamColor3}}}", Float) = 0
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_TeamColorMaskMap ("'Masks(RGBA)' {Visualize:{R, G, B, A, RGB}, Parent:_MainTex}", 2D) = "black" {}
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_TeamColorMasks ("'Channels' {Vector:Channels}", Vector) = (1,1,1,0)
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_TeamColor0 ("'Tint R' {}", Color) = (1,0,0)
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_TeamColor1 ("'Tint G' {}", Color) = (0,1,0)
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_TeamColor2 ("'Tint B' {}", Color) = (0,0,1)
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_TeamColor3 ("'Tint A' {}", Color) = (0.5,0.5,0.5)
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// Decal
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[Toggle(_DECAL_ON)]
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_Decal ("'Decal' {Feature:{Color:9}}", Float) = 0
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_DecalColor ("'Tint' {}", Color) = (1,1,1,1)
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_DecalTex ("'Base Color(RGB) Opacity(A)' {Visualize:{RGB, A}}", 2D) = "black" {}
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_DecalTexUV ("UV Set", Float) = 0
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_DecalWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_DecalSpecularity ("'Specularity' {Min:0, Max:1}", Float) = 0.5
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_DecalAlphaVertexTint ("'Vertex Alpha Tint' {Min:0, Max:1}", Float) = 0
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// Emission
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[Toggle(_EMISSION)]
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_Emission ("'Emission' {Feature:{Color:10}}", Float) = 0
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[LM_Emission]
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[HDR]
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_EmissionColor ("'Tint' {}", Color) = (1,1,1)
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[LM_Emission]
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_EmissionMap ("'Mask(RGB)' {Visualize:{RGB}, Parent:_MainTex}", 2D) = "white" {}
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_IncandescenceMap ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_IncandescenceMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_IncandescenceMapUV ("UV Set", Float) = 0
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[Gamma]
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_EmissionWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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// Rim Emission
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[Toggle(_RIM_ON)]
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_Rim ("'Rim Emission' {Feature:{Color:11}}", Float) = 0
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[HDR]
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_RimColor ("'Tint' {}", Color) = (1,1,1)
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_RimTex ("'Effect(RGB)' {Visualize:{RGB}}", 2D) = "white" {}
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_RimTexVelocity ("Scroll", Vector) = (0,0,0,0)
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_RimTexUV ("UV Set", Float) = 0
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[Gamma]
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_RimWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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[Gamma]
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_RimBias ("'Fill' {Min:0, Max:1}", Float) = 0
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_RimPower ("'Falloff' {Min:0.01}", Float) = 4
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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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[Gamma]
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_DissolveGlowWeight ("'Glow Weight' {Min:0, Max:1}", Float) = 1
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_DissolveEdgeWidth ("'Glow Width' {Min:0, Max:1}", Float) = 0.01
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// Wetness
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[Toggle(_WETNESS_ON)]
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_WetnessProperties ("'Wetness' {Feature:{Color:13}}", Float) = 0
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[Toggle(_WETMASKSOURCE_VERTEXCOLORALPHA)]
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_WetMaskSource ("'Mask Source' {Dropdown:{TextureAlpha:{}, VertexColorAlpha:{_WetMask}}}", Float) = 0
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_WetMask ("'Mask(A)' {Visualize:{A}}", 2D) = "white" {}
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_WetMaskVelocity ("Scroll", Vector) = (0,0,0,0)
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_WetMaskUV ("UV Set", Float) = 0
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_WetMaskStrength ("'Mask Strength' {Min:0, Max:1}", Float) = 1
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_WetTint ("'Tint' {}", Color) = (1,1,1,1)
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_WetNormalMap ("'Normals' {Visualize:{NRM}}", 2D) = "bump" {}
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_WetNormalMapVelocity ("Scroll", Vector) = (0,0,0,0)
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_WetNormalMapUV ("UV Set", Float) = 0
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_WetWeight ("'Weight' {Min:0, Max:1}", Float) = 1
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_WetRoughness ("'Roughness' {Min:0, Max:1}", Float) = 0.2
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_WetNormalMapScale ("'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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CGINCLUDE
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#define A_TESSELLATION_SHADER
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ENDCG
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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 400
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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 4.6
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#pragma exclude_renderers gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _RIM_ON
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _WETNESS_ON
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#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
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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 hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDBASE
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#include "Assets/Alloy/Shaders/Definition/Skin.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 4.6
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#pragma exclude_renderers gles
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#pragma shader_feature EFFECT_BUMP
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _WETNESS_ON
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#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
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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 hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_FORWARDADD
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#include "Assets/Alloy/Shaders/Definition/Skin.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 4.6
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#pragma exclude_renderers gles
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#pragma shader_feature _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _DISSOLVE_ON
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#pragma multi_compile_shadowcaster
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#pragma multi_compile_instancing
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#pragma hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_SHADOWCASTER
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#include "Assets/Alloy/Shaders/Definition/Skin.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 4.6
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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 _TESSELLATIONMODE_DISPLACEMENT _TESSELLATIONMODE_PHONG
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _EMISSION
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#pragma shader_feature _RIM_ON
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#pragma shader_feature _DISSOLVE_ON
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#pragma shader_feature _WETNESS_ON
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#pragma shader_feature _WETMASKSOURCE_VERTEXCOLORALPHA
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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 hull aMainHullShader
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#pragma vertex aMainTessellationVertexShader
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#pragma domain aMainDomainShader
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#pragma fragment aMainFragmentShader
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#define UNITY_PASS_DEFERRED
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#include "Assets/Alloy/Shaders/Definition/Skin.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 4.6
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#pragma exclude_renderers nomrt gles
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#pragma shader_feature _DETAIL_MULX2
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#pragma shader_feature _NORMALMAP
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#pragma shader_feature _TEAMCOLOR_ON
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#pragma shader_feature _DECAL_ON
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#pragma shader_feature _EMISSION
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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/Shaders/Definition/Skin.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 "Alloy/Human/Skin"
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CustomEditor "AlloyFieldBasedEditor"
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}
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