update CCK to 3.10, fixing unity 2021 crash :)

This commit is contained in:
Crispy 2024-08-03 22:24:42 +02:00
parent 48a978fa2a
commit d11e0fb3a9
492 changed files with 2165204 additions and 437687 deletions

View file

@ -0,0 +1,84 @@
Shader "FX/MirrorReflectionCutout"
{
Properties
{
_MainTex ("_MainTex", 2D) = "white" {}
_ReflectionTexLeft ("_ReflectionTexLeft", 2D) = "white" {}
_ReflectionTexRight ("_ReflectionTexRight", 2D) = "white" {}
_Cutoff ("Alpha Cutoff", Range(0,1)) = 0.5
}
SubShader
{
Tags { "RenderType"="TransparentCutout" "Queue"="AlphaTest" }
LOD 100
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityInstancing.cginc"
struct v2f
{
float2 uv : TEXCOORD0;
float4 refl : TEXCOORD1;
float4 pos : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
};
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _MainTex_ST;
v2f vert(appdata v)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_OUTPUT(v2f, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
o.refl = ComputeNonStereoScreenPos(o.pos);
return o;
}
sampler2D _MainTex;
sampler2D _ReflectionTexLeft;
sampler2D _ReflectionTexRight;
float _Cutoff;
fixed4 frag(v2f i) : SV_Target
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 tex = tex2D(_MainTex, i.uv);
fixed4 refl;
float4 projCoord = UNITY_PROJ_COORD(i.refl);
float2 proj2 = float2(1 - projCoord.x / projCoord.w, projCoord.y / projCoord.w);
if (unity_StereoEyeIndex == 0) refl = tex2D(_ReflectionTexLeft, proj2);
else refl = tex2D(_ReflectionTexRight, proj2);
fixed4 output = tex*refl;
float smoothedStep = smoothstep(_Cutoff, _Cutoff + 0.1, output.a);
clip(smoothedStep - 0.01);
output.a *= smoothedStep;
return output;
}
ENDCG
}
}
}

View file

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: a4e7a78bc4b42c54aa6a0bee0d17909d
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: a57d0e75dea78af4999b08ac04e7b430
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,92 @@
// Made with Amplify Shader Editor v1.9.1.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Alpha Blend Interactive/Mobile/General Opaque"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Normal("Normal", 2D) = "bump" {}
_NormalStrength("Normal Strength", Float) = 1
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
_SpecColor("Specular Color",Color)=(1,1,1,1)
_Specular("Specular", Range( 0.001 , 1)) = 1
_Gloss("Gloss", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
Blend SrcAlpha OneMinusSrcAlpha
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma surface surf BlinnPhong keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform float _NormalStrength;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _Color;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
uniform float _Specular;
uniform float _Gloss;
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _Normal, uv_Normal ), _NormalStrength );
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
float4 temp_output_3_0 = ( tex2D( _Albedo, uv_Albedo ) * _Color );
o.Albedo = temp_output_3_0.rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb;
o.Specular = _Specular;
o.Gloss = _Gloss;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=19108
Node;AmplifyShaderEditor.SamplerNode;1;-893.6182,-508.3708;Inherit;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;2;-892.9818,-251.4351;Inherit;False;Property;_Color;Color;1;0;Create;True;0;0;0;False;0;False;1,1,1,1;0.3773584,0.3773584,0.3773584,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-509.5994,-384.4714;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.BreakToComponentsNode;4;-251.3174,-383.6263;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.SamplerNode;19;-894.0881,-64.26387;Inherit;True;Property;_EmissionMap;Emission Map;4;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-510.5864,2.035604;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;21;-890.1855,130.7354;Inherit;False;Property;_EmissionColor;Emission Color;5;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;775.3693,-0.9779136;Float;False;True;-1;2;ASEMaterialInspector;0;0;BlinnPhong;Alpha Blend Interactive/Mobile/General Opaque;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;6;0;False;;0;0;0;False;0.1;False;;0;False;;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
Node;AmplifyShaderEditor.RangedFloatNode;27;-889.8058,422.549;Inherit;False;Property;_Gloss;Gloss;8;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;18;-1152.25,515.1141;Inherit;False;Property;_NormalStrength;Normal Strength;3;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;26;-894.6061,324.9488;Inherit;False;Property;_Specular;Specular;7;0;Create;True;0;0;0;False;0;False;1;1;0.001;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;25;-890.754,517.1713;Inherit;True;Property;_Normal;Normal;2;0;Create;True;0;0;0;False;0;False;-1;None;fec4ec6726e06c24d9dd7f282f11c7c0;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;3;0;1;0
WireConnection;3;1;2;0
WireConnection;4;0;3;0
WireConnection;22;0;19;0
WireConnection;22;1;21;0
WireConnection;0;0;3;0
WireConnection;0;1;25;0
WireConnection;0;2;22;0
WireConnection;0;3;26;0
WireConnection;0;4;27;0
WireConnection;25;5;18;0
ASEEND*/
//CHKSM=8E033D421174DDF81977AC8FD71B9B1C68D91E91

View file

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: e0fccfaf2d4793b4ca294f7f4f845429
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View file

@ -0,0 +1,173 @@
// Made with Amplify Shader Editor v1.9.1.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Alpha Blend Interactive/Mobile/General Transparent"
{
Properties
{
_Albedo("Albedo", 2D) = "white" {}
_Color("Color", Color) = (1,1,1,1)
_Normal("Normal", 2D) = "bump" {}
_NormalStrength("Normal Strength", Float) = 1
_EmissionMap("Emission Map", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
_SpecColor("Specular Color",Color)=(1,1,1,1)
_Specular("Specular", Range( 0.001 , 1)) = 1
_Gloss("Gloss", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityStandardUtils.cginc"
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform float _NormalStrength;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float4 _Color;
uniform sampler2D _EmissionMap;
uniform float4 _EmissionMap_ST;
uniform float4 _EmissionColor;
uniform float _Specular;
uniform float _Gloss;
void surf( Input i , inout SurfaceOutput o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
o.Normal = UnpackScaleNormal( tex2D( _Normal, uv_Normal ), _NormalStrength );
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
float4 temp_output_3_0 = ( tex2D( _Albedo, uv_Albedo ) * _Color );
o.Albedo = temp_output_3_0.rgb;
float2 uv_EmissionMap = i.uv_texcoord * _EmissionMap_ST.xy + _EmissionMap_ST.zw;
o.Emission = ( tex2D( _EmissionMap, uv_EmissionMap ) * _EmissionColor ).rgb;
o.Specular = _Specular;
o.Gloss = _Gloss;
o.Alpha = temp_output_3_0.a;
}
ENDCG
CGPROGRAM
#pragma surface surf BlinnPhong alpha:fade keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
sampler3D _DitherMaskLOD;
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float3 worldPos : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
o.worldPos = worldPos;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = IN.worldPos;
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
SurfaceOutput o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutput, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
clip( alphaRef - 0.01 );
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=19108
Node;AmplifyShaderEditor.SamplerNode;1;-893.6182,-508.3708;Inherit;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;2;-892.9818,-251.4351;Inherit;False;Property;_Color;Color;1;0;Create;True;0;0;0;False;0;False;1,1,1,1;0.3773584,0.3773584,0.3773584,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-509.5994,-384.4714;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.BreakToComponentsNode;4;-251.3174,-383.6263;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.SamplerNode;19;-894.0881,-64.26387;Inherit;True;Property;_EmissionMap;Emission Map;4;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-510.5864,2.035604;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;21;-890.1855,130.7354;Inherit;False;Property;_EmissionColor;Emission Color;5;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;775.3693,-0.9779136;Float;False;True;-1;2;ASEMaterialInspector;0;0;BlinnPhong;Alpha Blend Interactive/Mobile/General Transparent;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Transparent;0.5;True;True;0;False;Transparent;;Transparent;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;2;5;False;;10;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;6;0;False;;0;0;0;False;0.1;False;;0;False;;False;15;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
Node;AmplifyShaderEditor.RangedFloatNode;27;-889.8058,422.549;Inherit;False;Property;_Gloss;Gloss;8;0;Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;18;-1152.25,515.1141;Inherit;False;Property;_NormalStrength;Normal Strength;3;0;Create;True;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;26;-894.6061,324.9488;Inherit;False;Property;_Specular;Specular;7;0;Create;True;0;0;0;False;0;False;1;1;0.001;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;25;-890.754,517.1713;Inherit;True;Property;_Normal;Normal;2;0;Create;True;0;0;0;False;0;False;-1;None;fec4ec6726e06c24d9dd7f282f11c7c0;True;0;False;bump;Auto;True;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;3;0;1;0
WireConnection;3;1;2;0
WireConnection;4;0;3;0
WireConnection;22;0;19;0
WireConnection;22;1;21;0
WireConnection;0;0;3;0
WireConnection;0;1;25;0
WireConnection;0;2;22;0
WireConnection;0;3;26;0
WireConnection;0;4;27;0
WireConnection;0;9;4;3
WireConnection;25;5;18;0
ASEEND*/
//CHKSM=B68846E0B7977C9C817BFADC4AEEA3C11F7076A2

View file

@ -0,0 +1,10 @@
fileFormatVersion: 2
guid: 35a18c9c03cd9bf41b7cb2590717060f
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant: