微调
This commit is contained in:
@@ -8,9 +8,9 @@ Shader "Soullies/TrackShader"
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_MainTexture("MainTexture", 2D) = "white" {}
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_BaseColor("BaseColor", Color) = (0,0,0,0)
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[HDR]_EmissionColor("EmissionColor", Color) = (0,0,0,0)
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[Toggle(_USEREDASALPHA_ON)] _UseRedAsAlpha("UseRedAsAlpha", Float) = 1
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[Toggle(_EMISSION_ON)] _Emission("Emission", Float) = 0
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[Toggle]_ZWrite("ZWrite", Range( 0 , 1)) = 1
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[Toggle]_UseRedAsAlpha("UseRedAsAlpha", Range( 0 , 1)) = 0
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[Toggle]_Emission("Emission", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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@@ -28,7 +28,7 @@ Shader "Soullies/TrackShader"
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Cull Off
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HLSLINCLUDE
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#pragma target 3.5
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#pragma target 2.0
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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@@ -44,14 +44,14 @@ Shader "Soullies/TrackShader"
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite [_ZWrite]
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#define ASE_SRP_VERSION 140012
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#pragma vertex vert
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@@ -71,9 +71,7 @@ Shader "Soullies/TrackShader"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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#pragma shader_feature_local _USEREDASALPHA_ON
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#pragma shader_feature_local _EMISSION_ON
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sampler2D _MainTexture;
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CBUFFER_START( UnityPerMaterial )
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@@ -81,6 +79,8 @@ Shader "Soullies/TrackShader"
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float4 _BaseColor;
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float4 _EmissionColor;
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float _ZWrite;
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float _UseRedAsAlpha;
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float _Emission;
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CBUFFER_END
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@@ -153,20 +153,10 @@ Shader "Soullies/TrackShader"
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float2 uv_MainTexture = IN.texCoord0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 break10 = tex2D( _MainTexture, uv_MainTexture );
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#ifdef _USEREDASALPHA_ON
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float staticSwitch28 = break10.r;
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#else
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float staticSwitch28 = break10.a;
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#endif
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , ( _UseRedAsAlpha == 1.0 ? break10.r : break10.a )));
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float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
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#ifdef _EMISSION_ON
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float4 staticSwitch31 = _EmissionColor;
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#else
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float4 staticSwitch31 = color52;
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#endif
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float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
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float4 Color = ( ( appendResult13 * _BaseColor ) * ( _Emission == 1.0 ? _EmissionColor : color52 ) );
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#if ETC1_EXTERNAL_ALPHA
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float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
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@@ -203,14 +193,14 @@ Shader "Soullies/TrackShader"
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZTest LEqual
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ZWrite [_ZWrite]
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ZWrite Off
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#define ASE_SRP_VERSION 140012
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#pragma vertex vert
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@@ -230,9 +220,7 @@ Shader "Soullies/TrackShader"
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#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
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#pragma shader_feature_local _USEREDASALPHA_ON
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#pragma shader_feature_local _EMISSION_ON
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sampler2D _MainTexture;
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CBUFFER_START( UnityPerMaterial )
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@@ -240,6 +228,8 @@ Shader "Soullies/TrackShader"
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float4 _BaseColor;
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float4 _EmissionColor;
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float _ZWrite;
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float _UseRedAsAlpha;
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float _Emission;
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CBUFFER_END
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@@ -312,20 +302,10 @@ Shader "Soullies/TrackShader"
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float2 uv_MainTexture = IN.texCoord0.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 break10 = tex2D( _MainTexture, uv_MainTexture );
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#ifdef _USEREDASALPHA_ON
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float staticSwitch28 = break10.r;
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#else
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float staticSwitch28 = break10.a;
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#endif
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , ( _UseRedAsAlpha == 1.0 ? break10.r : break10.a )));
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float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
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#ifdef _EMISSION_ON
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float4 staticSwitch31 = _EmissionColor;
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#else
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float4 staticSwitch31 = color52;
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#endif
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float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
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float4 Color = ( ( appendResult13 * _BaseColor ) * ( _Emission == 1.0 ? _EmissionColor : color52 ) );
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#if ETC1_EXTERNAL_ALPHA
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float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
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@@ -365,7 +345,7 @@ Shader "Soullies/TrackShader"
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#define ASE_SRP_VERSION 140012
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#pragma vertex vert
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@@ -387,9 +367,7 @@ Shader "Soullies/TrackShader"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#pragma shader_feature_local _USEREDASALPHA_ON
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#pragma shader_feature_local _EMISSION_ON
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sampler2D _MainTexture;
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CBUFFER_START( UnityPerMaterial )
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@@ -397,6 +375,8 @@ Shader "Soullies/TrackShader"
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float4 _BaseColor;
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float4 _EmissionColor;
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float _ZWrite;
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float _UseRedAsAlpha;
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float _Emission;
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CBUFFER_END
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@@ -455,20 +435,10 @@ Shader "Soullies/TrackShader"
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{
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float2 uv_MainTexture = IN.ase_texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 break10 = tex2D( _MainTexture, uv_MainTexture );
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#ifdef _USEREDASALPHA_ON
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float staticSwitch28 = break10.r;
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#else
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float staticSwitch28 = break10.a;
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#endif
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , ( _UseRedAsAlpha == 1.0 ? break10.r : break10.a )));
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float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
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#ifdef _EMISSION_ON
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float4 staticSwitch31 = _EmissionColor;
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#else
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float4 staticSwitch31 = color52;
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#endif
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float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
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float4 Color = ( ( appendResult13 * _BaseColor ) * ( _Emission == 1.0 ? _EmissionColor : color52 ) );
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half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
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return outColor;
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@@ -488,7 +458,7 @@ Shader "Soullies/TrackShader"
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HLSLPROGRAM
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#define ASE_SRP_VERSION 140011
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#define ASE_SRP_VERSION 140012
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#pragma vertex vert
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@@ -510,9 +480,7 @@ Shader "Soullies/TrackShader"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#pragma shader_feature_local _USEREDASALPHA_ON
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#pragma shader_feature_local _EMISSION_ON
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sampler2D _MainTexture;
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CBUFFER_START( UnityPerMaterial )
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@@ -520,6 +488,8 @@ Shader "Soullies/TrackShader"
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float4 _BaseColor;
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float4 _EmissionColor;
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float _ZWrite;
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float _UseRedAsAlpha;
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float _Emission;
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CBUFFER_END
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@@ -576,20 +546,10 @@ Shader "Soullies/TrackShader"
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{
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float2 uv_MainTexture = IN.ase_texcoord.xy * _MainTexture_ST.xy + _MainTexture_ST.zw;
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float4 break10 = tex2D( _MainTexture, uv_MainTexture );
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#ifdef _USEREDASALPHA_ON
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float staticSwitch28 = break10.r;
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#else
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float staticSwitch28 = break10.a;
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#endif
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , staticSwitch28));
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float4 appendResult13 = (float4(break10.r , break10.g , break10.b , ( _UseRedAsAlpha == 1.0 ? break10.r : break10.a )));
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float4 color52 = IsGammaSpace() ? float4(1,1,1,1) : float4(1,1,1,1);
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#ifdef _EMISSION_ON
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float4 staticSwitch31 = _EmissionColor;
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#else
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float4 staticSwitch31 = color52;
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#endif
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float4 Color = ( ( appendResult13 * _BaseColor ) * staticSwitch31 );
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float4 Color = ( ( appendResult13 * _BaseColor ) * ( _Emission == 1.0 ? _EmissionColor : color52 ) );
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half4 outColor = _SelectionID;
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return outColor;
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}
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@@ -606,32 +566,36 @@ Shader "Soullies/TrackShader"
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Version=19501
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Node;AmplifyShaderEditor.SamplerNode;6;-992,-272;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;b48cbbfc5b4a8f243b7275d66a4961f7;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.BreakToComponentsNode;10;-672,-272;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
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Node;AmplifyShaderEditor.StaticSwitch;28;-496,-160;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;3;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;75;-880,-480;Inherit;False;Property;_UseRedAsAlpha;UseRedAsAlpha;4;1;[Toggle];Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.Compare;74;-480,-496;Inherit;False;0;4;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;8;-368,-16;Inherit;False;Property;_BaseColor;BaseColor;1;0;Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.DynamicAppendNode;13;-192,-272;Inherit;False;COLOR;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ColorNode;20;-80,208;Inherit;False;Property;_EmissionColor;EmissionColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.ColorNode;52;-80,16;Inherit;False;Constant;_Color0;Color 0;6;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.RangedFloatNode;87;-80,-64;Inherit;False;Property;_Emission;Emission;5;1;[Toggle];Create;True;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.ColorNode;20;-64,16;Inherit;False;Property;_EmissionColor;EmissionColor;2;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.ColorNode;52;-64,208;Inherit;False;Constant;_Color0;Color 0;6;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;14;-16,-192;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.StaticSwitch;31;192,-16;Inherit;False;Property;_Emission;Emission;4;0;Create;True;0;0;0;False;0;False;0;0;1;True;;Toggle;2;Key0;Key1;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.Compare;88;256,0;Inherit;False;0;4;0;FLOAT;0;False;1;FLOAT;1;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;21;416,-144;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||||
Node;AmplifyShaderEditor.RangedFloatNode;51;-992,-64;Inherit;False;Property;_ZWrite;ZWrite;5;1;[Toggle];Create;True;0;0;0;True;0;False;1;1;0;1;0;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;46;704,-160;Float;False;True;-1;2;ASEMaterialInspector;0;15;Soullies/TrackShader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit;0;0;Sprite Unlit;4;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;3;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;1;True;_ZWrite;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;4;True;True;True;True;False;;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;47;704,-160;Float;False;False;-1;2;ASEMaterialInspector;0;15;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit Forward;0;1;Sprite Unlit Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;True;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;48;704,-160;Float;False;False;-1;2;ASEMaterialInspector;0;15;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;SceneSelectionPass;0;2;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;49;704,-160;Float;False;False;-1;2;ASEMaterialInspector;0;15;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;ScenePickingPass;0;3;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.RangedFloatNode;51;-992,-64;Inherit;False;Property;_ZWrite;ZWrite;3;1;[Toggle];Create;True;0;0;0;True;0;False;1;1;0;1;0;1;FLOAT;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;118;832,-160;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit Forward;0;1;Sprite Unlit Forward;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;119;832,-160;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;SceneSelectionPass;0;2;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;120;832,-160;Float;False;False;-1;2;ASEMaterialInspector;0;1;New Amplify Shader;cf964e524c8e69742b1d21fbe2ebcc4a;True;ScenePickingPass;0;3;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||||
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;117;608,-144;Float;False;True;-1;2;ASEMaterialInspector;0;15;Soullies/TrackShader;cf964e524c8e69742b1d21fbe2ebcc4a;True;Sprite Unlit;0;0;Sprite Unlit;4;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;True;0;True;12;all;0;False;True;2;5;False;;10;False;;3;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;3;Vertex Position;1;0;Debug Display;0;0;External Alpha;0;0;0;4;True;True;True;True;False;;False;0
|
||||
WireConnection;10;0;6;0
|
||||
WireConnection;28;1;10;3
|
||||
WireConnection;28;0;10;0
|
||||
WireConnection;74;0;75;0
|
||||
WireConnection;74;2;10;0
|
||||
WireConnection;74;3;10;3
|
||||
WireConnection;13;0;10;0
|
||||
WireConnection;13;1;10;1
|
||||
WireConnection;13;2;10;2
|
||||
WireConnection;13;3;28;0
|
||||
WireConnection;13;3;74;0
|
||||
WireConnection;14;0;13;0
|
||||
WireConnection;14;1;8;0
|
||||
WireConnection;31;1;52;0
|
||||
WireConnection;31;0;20;0
|
||||
WireConnection;88;0;87;0
|
||||
WireConnection;88;2;20;0
|
||||
WireConnection;88;3;52;0
|
||||
WireConnection;21;0;14;0
|
||||
WireConnection;21;1;31;0
|
||||
WireConnection;46;1;21;0
|
||||
WireConnection;21;1;88;0
|
||||
WireConnection;117;1;21;0
|
||||
ASEEND*/
|
||||
//CHKSM=153CC78E2A8D4184FECF78C9032F5E0DC8E5F8A2
|
||||
//CHKSM=D3EAFA73E676605688D2276ACED0FDE9B5D62424
|
||||
Reference in New Issue
Block a user