This commit is contained in:
SoulliesOfficial
2025-08-22 14:54:40 -04:00
parent 6aa498f6be
commit 70b2a43824
574 changed files with 173713 additions and 1884 deletions

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@@ -14,7 +14,7 @@ Shader "Soullies/hold"
_line_density("line_density", Float) = 0.5
_line_width("line_width", Range( 0 , 1)) = 0
[HDR]_LINE("LINE", Color) = (1,1,1,1)
_alpha("alpha", Float) = 0
_MainAlpha("MainAlpha", Float) = 0
_roll_speed("roll_speed", Float) = 0
@@ -175,26 +175,19 @@ Shader "Soullies/hold"
HLSLPROGRAM
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
@@ -205,31 +198,12 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_UNLIT
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
@@ -237,10 +211,6 @@ Shader "Soullies/hold"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
@@ -284,7 +254,7 @@ Shader "Soullies/hold"
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -433,11 +403,7 @@ Shader "Soullies/hold"
}
#endif
half4 frag ( VertexOutput IN
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
) : SV_Target
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
@@ -476,7 +442,7 @@ Shader "Soullies/hold"
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( lerpResult219 * IN.ase_color ).rgb;
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -489,18 +455,13 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
#endif
return half4( Color, Alpha );
}
ENDHLSL
@@ -519,17 +480,13 @@ Shader "Soullies/hold"
ColorMask 0
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
@@ -538,21 +495,11 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_SHADOWCASTER
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
@@ -589,7 +536,7 @@ Shader "Soullies/hold"
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -666,7 +613,6 @@ Shader "Soullies/hold"
#endif
o.positionCS = positionCS;
return o;
}
@@ -781,7 +727,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@@ -794,7 +740,7 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
@@ -814,36 +760,22 @@ Shader "Soullies/hold"
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
@@ -881,7 +813,7 @@ Shader "Soullies/hold"
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1054,7 +986,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@@ -1062,7 +994,7 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
return 0;
}
@@ -1080,15 +1012,11 @@ Shader "Soullies/hold"
AlphaToMask Off
HLSLPROGRAM
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
@@ -1097,30 +1025,11 @@ Shader "Soullies/hold"
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
@@ -1154,7 +1063,7 @@ Shader "Soullies/hold"
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1316,7 +1225,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1343,15 +1252,11 @@ Shader "Soullies/hold"
AlphaToMask Off
HLSLPROGRAM
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
@@ -1361,37 +1266,14 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_DEPTHONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#define ASE_NEEDS_VERT_NORMAL
@@ -1422,7 +1304,7 @@ Shader "Soullies/hold"
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1581,7 +1463,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
surfaceDescription.Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
surfaceDescription.Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1612,21 +1494,13 @@ Shader "Soullies/hold"
ZWrite On
HLSLPROGRAM
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140011
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 140009
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
@@ -1637,37 +1511,14 @@ Shader "Soullies/hold"
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
struct VertexInput
@@ -1698,7 +1549,7 @@ Shader "Soullies/hold"
float _line_angle;
float _line_density;
float _line_width;
float _alpha;
float _MainAlpha;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
@@ -1837,12 +1688,7 @@ Shader "Soullies/hold"
}
#endif
void frag( VertexOutput IN
, out half4 outNormalWS : SV_Target0
#ifdef _WRITE_RENDERING_LAYERS
, out float4 outRenderingLayers : SV_Target1
#endif
)
half4 frag(VertexOutput IN ) : SV_TARGET
{
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
@@ -1860,7 +1706,7 @@ Shader "Soullies/hold"
float4 lerpResult86 = lerp( _IN , _OUT , ( smoothstepResult71 + ( abs( dotResult200 ) < _edge ? 1.0 : 0.0 ) ));
float Alpha = saturate( ( lerpResult86 + _alpha ) ).r;
float Alpha = saturate( ( lerpResult86 + (-1.0 + (_MainAlpha - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) ) ).r;
float AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@@ -1868,24 +1714,12 @@ Shader "Soullies/hold"
#endif
#ifdef LOD_FADE_CROSSFADE
LODFadeCrossFade( IN.positionCS );
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float3 normalWS = normalize(IN.normalWS);
float2 octNormalWS = PackNormalOctQuadEncode(normalWS); // values between [-1, +1], must use fp32 on some platforms
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); // values between [ 0, 1]
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); // values between [ 0, 1]
outNormalWS = half4(packedNormalWS, 0.0);
#else
float3 normalWS = IN.normalWS;
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
float3 normalWS = IN.normalWS;
#ifdef _WRITE_RENDERING_LAYERS
uint renderingLayers = GetMeshRenderingLayer();
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
#endif
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
}
ENDHLSL
@@ -1921,8 +1755,9 @@ Node;AmplifyShaderEditor.Compare;203;-640,224;Inherit;False;4;4;0;FLOAT;0;False;
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Node;AmplifyShaderEditor.ColorNode;88;112,288;Inherit;False;Property;_OUT;OUT;2;1;[HDR];Create;True;0;0;0;False;0;False;1,1,1,1;0.8055493,2.033361,2.996078,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ColorNode;87;64,-32;Inherit;False;Property;_IN;IN;1;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,1;0.007843138,0.01960784,0.04313726,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.RangedFloatNode;222;560,784;Inherit;False;Property;_MainAlpha;MainAlpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;86;480,160;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;222;800,672;Inherit;False;Property;_alpha;alpha;8;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode;231;752,800;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-1;False;4;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;223;1008,640;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.VertexColorNode;92;880,384;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;212;-975.5806,641.2566;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
@@ -1975,8 +1810,9 @@ WireConnection;206;1;203;0
WireConnection;86;0;87;0
WireConnection;86;1;88;0
WireConnection;86;2;206;0
WireConnection;231;0;222;0
WireConnection;223;0;86;0
WireConnection;223;1;222;0
WireConnection;223;1;231;0
WireConnection;212;0;208;0
WireConnection;212;1;213;0
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@@ -2001,4 +1837,4 @@ WireConnection;230;1;227;0
WireConnection;20;2;93;0
WireConnection;20;3;224;0
ASEEND*/
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