Shader "Mochie/Uber/Uber X" { Properties { [Enum(Off,0, On,1)] _RenderMode ("en2", Float) = 1 [Enum(Opaque,0, Cutout,1, Dithered,2, Alpha to Coverage,3, Fade,4, Transparent,5)] _BlendMode ("en6", Float) = 0 [HideInInspector] _SrcBlend ("inte", Float) = 1 [HideInInspector] _DstBlend ("inte", Float) = 0 [Enum(Off,0, On,1)] _ATM ("en2", Float) = 0 [Enum(Off,0, On,1)] _ZWrite ("en2", Float) = 1 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("enx", Float) = 4 [Enum(UnityEngine.Rendering.CullMode)] _CullingMode ("enx", Float) = 2 [Enum(Default,0, Only Reflection,1, Textured Reflection,2, No Reflection,3)] _MirrorBehavior ("en4", Float) = 0 [Enum(2D,0, Cubemap,1, Combined,2)] _CubeMode ("en3", Float) = 0 [Enum(Base Color Alpha,0, Alpha Mask,1)] _UseAlphaMask ("en2", Float) = 0 _Cutoff ("ra", Range(0, 1)) = 0.5 _NearClip ("fl", Float) = 0 _NearClipMask ("tex", 2D) = "white" {} [ToggleUI] _NearClipToggle ("tog", Float) = 0 _MainTex ("tex", 2D) = "white" {} _MirrorTex ("tex", 2D) = "white" {} _Color ("col", Vector) = (1,1,1,1) [ToggleUI] _ColorPreservation ("tog", Float) = 1 _AlphaMask ("tex", 2D) = "white" {} _MainTexScroll ("vec", Vector) = (0,0,0,0) _CubeBlendMask ("tex", 2D) = "white" {} _CubeBlend ("ra", Range(0, 1)) = 0 _MainTexCube0 ("tex", Cube) = "white" {} _CubeColor0 ("col", Vector) = (1,1,1,1) [Enum(Lerp,0, Add,1, Sub,2, Mult,3)] _CubeBlendMode ("en5", Float) = 0 _CubeRotate0 ("vec", Vector) = (180,0,0,0) [ToggleUI] _AutoRotate0 ("tog", Float) = 0 [Enum(Metallic,0, Specular,1, Specular (Alpha Smoothness),2, Packed (Modular),3, Packed (Performant),4)] _PBRWorkflow ("en5", Float) = 0 _MetallicGlossMap ("tex", 2D) = "white" {} _Metallic ("ra", Range(0, 1)) = 0 _SpecGlossMap ("tex", 2D) = "white" {} _Glossiness ("ra", Range(0, 1)) = 0.5 _SmoothnessMap ("tex", 2D) = "white" {} _GlossMapScale ("ra", Range(0, 1)) = 1 _OcclusionMap ("tex", 2D) = "white" {} _OcclusionStrength ("ra", Range(0, 1)) = 1 _BumpMap ("tex", 2D) = "bump" {} _BumpScale ("ra", Range(-2, 2)) = 1 _ParallaxMap ("tex", 2D) = "white" {} _Parallax ("ra", Range(0, 0.1)) = 0.01 _DetailMask ("tex", 2D) = "white" {} _PackedMap ("tex", 2D) = "white" {} [Enum(Red,0, Green,1, Blue,2, Alpha,3)] _MetallicChannel ("en4", Float) = 0 [Enum(Red,0, Green,1, Blue,2, Alpha,3)] _RoughnessChannel ("en4", Float) = 1 [Enum(Red,0, Green,1, Blue,2, Alpha,3)] _OcclusionChannel ("en4", Float) = 2 [Enum(Red,0, Green,1, Blue,2, Alpha,3)] _HeightChannel ("en4", Float) = 3 [ToggleUI] _EnablePackedHeight ("tog", Float) = 0 _DetailAlbedoMap ("tex", 2D) = "gray" {} _DetailAlbedoStrength ("ra", Range(0, 1)) = 1 [Enum(Lerp,0, Add,1, Sub,2, Mul,3, Mulx2,4, Overlay,5, Screen,6)] _DetailAlbedoBlending ("en6", Float) = 4 _UsingDetailAlbedo ("tog", Float) = 0 _DetailRoughnessMap ("tex", 2D) = "white" {} _DetailRoughStrength ("ra", Range(0, 1)) = 1 [Enum(Lerp,0, Add,1, Sub,2, Mul,3, Overlay,4, Screen,5)] _DetailRoughBlending ("en6", Float) = 0 _UsingDetailRough ("tog", Float) = 0 _DetailOcclusionMap ("tex", 2D) = "white" {} _DetailOcclusionStrength ("ra", Range(0, 1)) = 1 [Enum(Lerp,0, Add,1, Sub,2, Mul,3, Overlay,4, Screen,5)] _DetailOcclusionBlending ("en6", Float) = 3 _UsingDetailOcclusion ("tog", Float) = 0 _DetailNormalMap ("tex", 2D) = "bump" {} _DetailNormalMapScale ("ra", Range(-2, 2)) = 1 _DetailScroll ("vec", Vector) = (0,0,0,0) [Enum(UV0,0, UV1,1, UV2,2)] _UVSec ("en3", Float) = 0 [Enum(Off,0, Separate,1, Packed,2)] _MaskingMode ("en3", Float) = 0 [ToggleUI] _EnableMaskTransform ("tog", Float) = 0 _ReflectionMask ("tex", 2D) = "white" {} _SpecularMask ("tex", 2D) = "white" {} _MatcapMask ("tex", 2D) = "white" {} _ShadowMask ("tex", 2D) = "white" {} _RimMask ("tex", 2D) = "white" {} _ERimMask ("tex", 2D) = "white" {} _DiffuseMask ("tex", 2D) = "white" {} _SubsurfaceMask ("tex", 2D) = "white" {} _InterpMask ("tex", 2D) = "white" {} _DistortUVMask ("tex", 2D) = "white" {} _MatcapBlendMask ("tex", 2D) = "gray" {} _EmissMask ("tex", 2D) = "white" {} _FilterMask ("tex", 2D) = "white" {} _OutlineMask ("tex", 2D) = "white" {} _RefractionMask ("tex", 2D) = "white" {} _PackedMask0 ("tex", 2D) = "white" {} _PackedMask1 ("tex", 2D) = "white" {} _PackedMask2 ("tex", 2D) = "white" {} _PackedMask3 ("tex", 2D) = "white" {} _ReflectionMaskScroll ("vec", Vector) = (0,0,0,0) _SpecularMaskScroll ("vec", Vector) = (0,0,0,0) _ERimMaskScroll ("vec", Vector) = (0,0,0,0) _MatcapMaskScroll ("vec", Vector) = (0,0,0,0) _MatcapBlendMaskScroll ("vec", Vector) = (0,0,0,0) _InterpMaskScroll ("vec", Vector) = (0,0,0,0) _SubsurfaceMaskScroll ("vec", Vector) = (0,0,0,0) _RimMaskScroll ("vec", Vector) = (0,0,0,0) _DetailMaskScroll ("vec", Vector) = (0,0,0,0) _ShadowMaskScroll ("vec", Vector) = (0,0,0,0) _DiffuseMaskScroll ("vec", Vector) = (0,0,0,0) _FilterMaskScroll ("vec", Vector) = (0,0,0,0) _EmissMaskScroll ("vec", Vector) = (0,0,0,0) _EmissPulseMaskScroll ("vec", Vector) = (0,0,0,0) _OutlineMaskScroll ("vec", Vector) = (0,0,0,0) [ToggleUI] _RoughnessFiltering ("tog", Float) = 0 [ToggleUI] _PreviewRough ("tog", Float) = 0 _RoughLightness ("ra", Range(-1, 1)) = 0 _RoughIntensity ("ra", Range(0, 1)) = 0 _RoughContrast ("ra", Range(-1, 2)) = 1 [ToggleUI] _SmoothnessFiltering ("tog", Float) = 0 [ToggleUI] _PreviewSmooth ("tog", Float) = 0 _SmoothLightness ("ra", Range(-1, 1)) = 0 _SmoothIntensity ("ra", Range(0, 1)) = 0 _SmoothContrast ("ra", Range(-1, 2)) = 1 [ToggleUI] _AOFiltering ("tog", Float) = 0 [ToggleUI] _PreviewAO ("tog", Float) = 0 [ToggleUI] _DirectAO ("tog", Float) = 1 [ToggleUI] _IndirectAO ("tog", Float) = 0 _AOTintTex ("tex", 2D) = "white" {} _AOTint ("col", Vector) = (0,0,0,1) _AOLightness ("ra", Range(-1, 1)) = 0 _AOIntensity ("ra", Range(0, 1)) = 0 _AOContrast ("ra", Range(-1, 2)) = 1 [ToggleUI] _HeightFiltering ("tog", Float) = 0 [ToggleUI] _PreviewHeight ("tog", Float) = 0 _HeightLightness ("ra", Range(-1, 1)) = 0 _HeightIntensity ("ra", Range(0, 1)) = 0 _HeightContrast ("ra", Range(-1, 2)) = 1 [ToggleUI] _BCDissolveToggle ("tog", Float) = 0 _MainTex2 ("tex", 2D) = "white" {} _BCColor ("col", Vector) = (1,1,1,1) _BCNoiseTex ("tex", 2D) = "white" {} _BCDissolveStr ("ra", Range(0, 1)) = 0 _BCRimWidth ("ra", Float) = 0.5 [HDR] _BCRimCol ("col", Vector) = (1,1,1,1) [ToggleUI] _StaticLightDirToggle ("tog", Float) = 0 _StaticLightDir ("vec", Vector) = (0,0.75,1,0) _DisneyDiffuse ("ra", Range(0, 1)) = 0 _SHStr ("ra", Range(0, 1)) = 0 [ToggleUI] _NonlinearSHToggle ("tog", Float) = 1 _RTDirectCont ("ra", Range(0, 1)) = 1 _RTIndirectCont ("ra", Range(0, 1)) = 1 _VLightCont ("ra", Range(0, 1)) = 1 [ToggleUI] _ClampAdditive ("tog", Float) = 1 _DirectCont ("ra", Range(0, 1)) = 0.6 _IndirectCont ("ra", Range(0, 1)) = 0.5 [Enum(Off,0, Environment,1, Cubemap,2)] _Reflections ("en3", Float) = 0 _ReflCube ("tex", Cube) = "white" {} [ToggleUI] _ReflCubeFallback ("tog", Float) = 0 _ReflCol ("col", Vector) = (1,1,1,1) _ReflectionStr ("fl", Float) = 1 [ToggleUI] _ReflUseRough ("tog", Float) = 0 _ReflRough ("ra", Range(0, 2)) = 0.5 [ToggleUI] _ReflStepping ("tog", Float) = 0 [IntRange] _ReflSteps ("ra", Range(1, 15)) = 7 [ToggleUI] _LightingBasedIOR ("tog", Float) = 0 [ToggleUI] _SSR ("tog", Float) = 0 [ToggleUI] _Dith ("tog", Float) = 0 _Alpha ("ra", Range(0, 1)) = 1 [IntRange] _MaxSteps ("ra", Range(1, 50)) = 50 _Step ("fl", Float) = 0.09 _LRad ("fl", Float) = 0.2 _SRad ("fl", Float) = 0.02 _EdgeFade ("ra", Range(0, 1)) = 0.1 [HideInInspector] _NoiseTexSSR ("SSRNoise", 2D) = "black" {} [Enum(Off,0, GGX,1, Anisotropic,2, Combined,3)] _Specular ("en4", Float) = 0 [Enum(UV0,0, UV1,1, UV2,2)] _UVAniso ("en3", Float) = 0 _SpecCol ("col", Vector) = (1,1,1,1) _SpecStr ("fl", Float) = 1 _AnisoStr ("fl", Float) = 1 [ToggleUI] _ManualSpecBright ("tog", Float) = 0 [ToggleUI] _SharpSpecular ("tog", Float) = 0 [ToggleUI] _RealtimeSpec ("tog", Float) = 0 [IntRange] _SharpSpecStr ("ra", Range(1, 15)) = 1 [IntRange] _AnisoSteps ("ra", Range(1, 15)) = 2 _AnisoAngleY ("ra", Float) = 1 _AnisoLayerY ("fl", Float) = 1 _AnisoLayerStr ("ra", Range(0, 1)) = 0.1 [ToggleUI] _AnisoLerp ("tog", Float) = 0 _RippleFrequency ("fl", Float) = 1 _RippleAmplitude ("fl", Float) = 0.5 _RippleStrength ("ra", Range(0, 1)) = 0 _RippleContinuity ("ra", Range(0, 1)) = 1 [ToggleUI] _SpecUseRough ("tog", Float) = 0 _SpecRough ("ra", Range(0, 2)) = 0.5 [ToggleUI] _SpecBiasOverrideToggle ("tog", Float) = 0 _SpecBiasOverride ("ra", Range(0, 1)) = 0.5 [ToggleUI] _MatcapToggle ("tog", Float) = 0 _Matcap ("tex", 2D) = "black" {} _Matcap1 ("tex", 2D) = "black" {} _MatcapColor ("col", Vector) = (1,1,1,1) _MatcapColor1 ("col", Vector) = (1,1,1,1) [Enum(Add,0, Alpha,1)] _MatcapBlending ("en2", Float) = 0 [Enum(Add,0, Alpha,1)] _MatcapBlending1 ("en2", Float) = 0 _MatcapStr ("fl", Float) = 1 _MatcapStr1 ("fl", Float) = 1 [ToggleUI] _UnlitMatcap ("tog", Float) = 0 [ToggleUI] _UnlitMatcap1 ("tog", Float) = 0 [ToggleUI] _MatcapUseRough ("tog", Float) = 0 _MatcapRough ("ra", Range(0, 2)) = 0.5 [ToggleUI] _MatcapUseRough1 ("tog", Float) = 0 _MatcapRough1 ("ra", Range(0, 2)) = 0.5 [Enum(Off,0, Manual Blend,1, Ramp,2)] _ShadowMode ("en3", Float) = 0 [Enum(Always,0, Realtime Lighting Only,1, Baked Lighting Only,2)] _ShadowConditions ("en3", Float) = 0 [ToggleUI] _MainTexTint ("tog", Float) = 0 _ShadowTint ("col", Vector) = (0,0,0,1) _RampPos ("ra", Range(-1, 1)) = 0 _RampWidth0 ("ra", Range(0.005, 1)) = 0.005 _RampWidth1 ("ra", Range(0.005, 1)) = 0.5 _RampWeight ("ra", Range(0, 1)) = 0 _ShadowRamp ("ShadowRamp", 2D) = "white" {} _ShadowStr ("ra", Range(0, 1)) = 0.5 [ToggleUI] _ShadowDithering ("tog", Float) = 0 [ToggleUI] _RTSelfShadow ("tog", Float) = 1 [ToggleUI] _AttenSmoothing ("tog", Float) = 1 [ToggleUI] _DitheredShadows ("tog", Float) = 0 [ToggleUI] _Subsurface ("tog", Float) = 0 _TranslucencyMap ("tex", 2D) = "black" {} _SubsurfaceTex ("tex", 2D) = "white" {} _SColor ("col", Vector) = (1,1,1,1) _SStr ("ra", Range(0, 1)) = 1 _SPen ("ra", Range(0, 1)) = 0.5 _SSharp ("ra", Range(0, 1)) = 0.5 _SAtten ("ra", Range(0, 1)) = 0.8 [ToggleUI] _RimLighting ("tog", Float) = 0 _RimTex ("tex", 2D) = "white" {} [HDR] _RimCol ("col", Vector) = (1,1,1,1) [Enum(Lerp,0, Add,1, Sub,2, Mult,3)] _RimBlending ("en4", Float) = 0 _RimScroll ("vec", Vector) = (0,0,0,0) _RimStr ("ra", Range(0, 1)) = 1 _RimWidth ("ra", Range(0, 1)) = 0.5 _RimEdge ("ra", Range(0, 0.5)) = 0 [ToggleUI] _UnlitRim ("tog", Float) = 1 [ToggleUI] _EnvironmentRim ("tog", Float) = 0 _ERimTex ("tex", 2D) = "white" {} [HDR] _ERimTint ("col", Vector) = (1,1,1,1) [Enum(Lerp,0, Add,1, Sub,2, Mult,3)] _ERimBlending ("en4", Float) = 1 _ERimScroll ("vec", Vector) = (0,0,0,0) _ERimStr ("ra", Range(0, 1)) = 1 _ERimWidth ("ra", Range(0, 1)) = 0.7 _ERimEdge ("ra", Range(0, 0.5)) = 0 _ERimRoughness ("ra", Range(0, 2)) = 0.5 [ToggleUI] _ERimUseRough ("tog", Float) = 0 [ToggleUI] _Refraction ("tog", Float) = 0 _RefractionTint ("col", Vector) = (1,1,1,1) _RefractionMaskScroll ("vec", Vector) = (0,0,0,0) _RefractionMaskStr ("ra", Range(0, 1)) = 1 _RefractionOpac ("ra", Range(0, 1)) = 0 _RefractionIOR ("fl", Float) = 1.3 [ToggleUI] _UnlitRefraction ("tog", Float) = 0 [ToggleUI] _RefractionCA ("tog", Float) = 0 _RefractionCAStr ("ra", Range(0, 1)) = 0.1 _RefractionDissolveMask ("tex", 2D) = "white" {} _RefractionDissolveMaskScroll ("vec", Vector) = (0,0,0,0) _RefractionDissolveMaskStr ("ra", Range(0, 1)) = 1 [ToggleUI] _HardenNormals ("tog", Float) = 0 [ToggleUI] _ClearCoat ("tog", Float) = 0 [ToggleUI] _GSAA ("tog", Float) = 0 [ToggleUI] _EmissionToggle ("tog", Float) = 0 _EmissionMap ("tex", 2D) = "white" {} [HDR] _EmissionColor ("col", Vector) = (0,0,0,1) _EmissScroll ("vec", Vector) = (0,0,0,0) _EmissIntensity ("ra", Float) = 1 [ToggleUI] _ReactToggle ("tog", Float) = 0 [ToggleUI] _CrossMode ("tog", Float) = 0 _Crossfade ("ra", Range(0, 0.2)) = 0.1 _ReactThresh ("ra", Range(0, 1)) = 0.5 [ToggleUI] _PulseToggle ("tog", Float) = 0 [Enum(Sine,0, Square,1, Triangle,2, Saw,3, Reverse Saw,4)] _PulseWaveform ("en5", Float) = 0 _PulseMask ("tex", 2D) = "white" {} _PulseStr ("ra", Range(0, 1)) = 0.5 _PulseSpeed ("fl", Float) = 1 [ToggleUI] _Filtering ("tog", Float) = 0 [ToggleUI] _TeamFiltering ("tog", Float) = 0 [ToggleUI] _PostFiltering ("tog", Float) = 0 [ToggleUI] _Invert ("tog", Float) = 0 _RGB ("vec", Vector) = (1,1,1,0) [ToggleUI] _AutoShift ("tog", Float) = 0 _AutoShiftSpeed ("ra", Range(0, 1)) = 0.25 _Hue ("ra", Range(0, 1)) = 0 _Value ("fl", Float) = 0 _TeamColorMask ("tex", 2D) = "white" {} _TeamColor0 ("col", Vector) = (1,1,1,1) _TeamColor1 ("col", Vector) = (1,1,1,1) _TeamColor2 ("col", Vector) = (1,1,1,1) _TeamColor3 ("col", Vector) = (1,1,1,1) _Saturation ("fl", Float) = 1 _Brightness ("fl", Float) = 1 _Contrast ("fl", Float) = 1 _HDR ("fl", Float) = 0 [ToggleUI] _EnableSpritesheet ("tog", Float) = 0 [Enum(Flipbook,0, Sprite Sheet,1)] _SpritesheetMode0 ("en2", Float) = 0 [ToggleUI] _UnlitSpritesheet ("tog", Float) = 0 _Spritesheet ("tex", 2D) = "white" {} _Flipbook0 ("tex", 2DArray) = "white" {} _SpritesheetCol ("col", Vector) = (1,1,1,1) _SpritesheetBrightness ("fl", Float) = 1 [Enum(Add,0, Mult,1, Alpha,2)] _SpritesheetBlending ("en3", Float) = 2 _RowsColumns ("vec", Vector) = (8,8,0,0) _FrameClipOfs ("vec", Vector) = (0,0,0,0) _SpritesheetPos ("vec", Vector) = (0,0,0,0) _SpritesheetScale ("vec", Vector) = (1,1,0,0) _SpritesheetRot ("ra", Range(0, 360)) = 0 _FPS ("ra", Range(1, 120)) = 30 [ToggleUI] _ManualScrub ("tog", Float) = 0 _ScrubPos ("tog", Float) = 1 [ToggleUI] _UseSpritesheetAlpha ("tog", Float) = 0 [ToggleUI] _EnableSpritesheet1 ("tog", Float) = 0 [Enum(Flipbook,0, Sprite Sheet,1)] _SpritesheetMode1 ("en2", Float) = 0 [ToggleUI] _UnlitSpritesheet1 ("tog", Float) = 0 _Spritesheet1 ("tex", 2D) = "white" {} _Flipbook1 ("tex", 2DArray) = "white" {} _SpritesheetCol1 ("col", Vector) = (1,1,1,1) _SpritesheetBrightness1 ("fl", Float) = 1 [Enum(Add,0, Mult,1, Alpha,2)] _SpritesheetBlending1 ("en3", Float) = 2 _RowsColumns1 ("vec", Vector) = (8,8,0,0) _FrameClipOfs1 ("vec", Vector) = (0,0,0,0) _SpritesheetPos1 ("vec", Vector) = (0,0,0,0) _SpritesheetScale1 ("vec", Vector) = (1,1,0,0) _SpritesheetRot1 ("ra", Range(0, 360)) = 0 _FPS1 ("ra", Range(1, 120)) = 30 [ToggleUI] _ManualScrub1 ("tog", Float) = 0 _ScrubPos1 ("tog", Float) = 1 [ToggleUI] _OutlineToggle ("tog", Float) = 0 [ToggleUI] _StencilToggle ("tog", Float) = 0 [ToggleUI] _ApplyOutlineLighting ("tog", Float) = 0 [ToggleUI] _ApplyOutlineEmiss ("tog", Float) = 0 [ToggleUI] _ApplyAlbedoTint ("tog", Float) = 0 [ToggleUI] _IgnoreFilterMask ("tog", Float) = 0 [ToggleUI] _UseVertexColor ("tog", Float) = 0 _OutlineTex ("tex", 2D) = "white" {} [HDR] _OutlineCol ("col", Vector) = (0.75,0.75,0.75,1) _OutlineScroll ("vec", Vector) = (0,0,0,0) _OutlineThicc ("x", Float) = 0.1 _OutlineMult ("ra", Range(0, 1)) = 1 _OutlineRange ("fl", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _OutlineStencilPass ("enx", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _OutlineStencilCompare ("enx", Float) = 8 [Enum(Off,0, Normal Map,1, Simplex,2)] _DistortionStyle ("en3", Float) = 0 [IntRange] _NoiseOctaves ("ra", Range(1, 3)) = 1 _NoiseScale ("vec", Vector) = (1,1,0,0) _NoiseSpeed ("fl", Float) = 0.5 _DistortUVMap ("tex", 2D) = "bump" {} _DistortUVStr ("fl", Float) = 1 _DistortUVScroll ("vec", Vector) = (0,0,0,0) [ToggleUI] _DistortMainUV ("tog", Float) = 0 [ToggleUI] _DistortDetailUV ("tog", Float) = 0 [ToggleUI] _DistortEmissUV ("tog", Float) = 0 [ToggleUI] _DistortRimUV ("tog", Float) = 0 [ToggleUI] _DistortMatcap0 ("tog", Float) = 0 [ToggleUI] _DistortMatcap1 ("tog", Float) = 0 [ToggleUI] _VertexManipulationToggle ("tog", Float) = 0 _VertexExpansion ("vec", Vector) = (0,0,0,0) [ToggleUI] _VertexExpansionClamp ("tog", Float) = 0 _VertexRounding ("ra", Range(0, 0.99)) = 0 _VertexRoundingPrecision ("fl", Float) = 100 _VertexExpansionMask ("tex", 2D) = "white" {} _VertexRoundingMask ("tex", 2D) = "white" {} [Enum(Off,0, Clip,1, Noise,2)] _DistanceFadeToggle ("en3", Float) = 0 [ToggleUI] _DFClones ("tog", Float) = 0 _DistanceFadeMin ("ra", Range(0, 20)) = 2 _DistanceFadeMax ("ra", Range(0, 20)) = 4 [HDR] _ClipRimColor ("col", Vector) = (1,1,1,1) _ClipRimStr ("ra", Range(1, 4)) = 1 _ClipRimWidth ("fl", Float) = 1 [Enum(Off,0, Texture,1, Simplex,2, Geometry,3)] _DissolveStyle ("en4", Float) = 0 [Enum(X,0, Y,1, Z,2, Point to Point,3)] _GeomDissolveAxis ("en4", Float) = 1 [ToggleUI] _GeomDissolveAxisFlip ("tog", Float) = 0 [ToggleUI] _GeomDissolveWireframe ("tog", Float) = 0 [ToggleUI] _DissolveClones ("tog", Float) = 0 [ToggleUI] _GeomDissolveClamp ("tog", Float) = 0 [IntRange] _GeomDissolveFilter ("ra", Range(1, 50)) = 1 _GeomDissolveAmount ("fl", Float) = -2 _GeomDissolveWidth ("fl", Float) = 0.25 _GeomDissolveClip ("fl", Float) = 0 _GeomDissolveSpread ("vec", Vector) = (0.1,0.1,0.1,1) _DissolvePoint0 ("vec", Vector) = (0,0,0,0) _DissolvePoint1 ("vec", Vector) = (1,1,1,1) _DissolveNoiseScale ("vec", Vector) = (3,3,3,0) _DissolveAmount ("ra", Range(0, 1)) = 0 [ToggleUI] _DissolveBlending ("tog", Float) = 0 _DissolveBlendSpeed ("ra", Range(0, 1)) = 0.2 _DissolveMask ("tex", 2D) = "white" {} _DissolveTex ("Dissolve Map", 2D) = "white" {} _DissolveScroll0 ("vec", Vector) = (0,0,0,0) [HDR] _DissolveRimCol ("col", Vector) = (1,1,1,1) _DissolveScroll1 ("vec", Vector) = (0,0,0,0) _DissolveRimWidth ("fl", Float) = 0.5 [HideInInspector] _DissolveFlow ("Dissolve Flowmap", 2D) = "black" {} [ToggleUI] _Screenspace ("tog", Float) = 0 _Range ("ra", Range(0, 50)) = 10 _Position ("vec", Vector) = (0,0,0.25,0) _Rotation ("vec", Vector) = (0,0,0,0) [ToggleUI] _CloneToggle ("tog", Float) = 0 [Enum(Diamond,0, Pyramid,1, Stack,2)] _ClonePattern ("en3", Float) = 0 _Visibility ("ra", Range(0, 1)) = 0 _EntryPos ("vec", Vector) = (0,1,0,0) [ToggleUI] _SaturateEP ("tog", Float) = 1 _Clone1 ("vec", Vector) = (1,0,0,1) _Clone2 ("vec", Vector) = (-1,0,0,1) _Clone3 ("vec", Vector) = (0,0,1,1) _Clone4 ("vec", Vector) = (0,0,-1,1) _Clone5 ("vec", Vector) = (0.5,0,0.5,1) _Clone6 ("vec", Vector) = (-0.5,0,0.5,1) _Clone7 ("vec", Vector) = (0.5,0,-0.5,1) _Clone8 ("vec", Vector) = (-0.5,0,-0.5,1) [ToggleUI] _GlitchToggle ("tog", Float) = 0 [ToggleUI] _GlitchClones ("tog", Float) = 0 _Instability ("ra", Range(0, 0.01)) = 0 _GlitchIntensity ("ra", Range(0, 0.1)) = 0 _GlitchFrequency ("ra", Range(0, 0.01)) = 0 [ToggleUI] _ShatterToggle ("tog", Float) = 0 [ToggleUI] _ShatterClones ("tog", Float) = 0 _ShatterSpread ("fl", Float) = 0.347 _ShatterMin ("fl", Float) = 0.25 _ShatterMax ("fl", Float) = 0.65 _ShatterCull ("fl", Float) = 0.535 [ToggleUI] _WireframeToggle ("tog", Float) = 0 [ToggleUI] _WFClones ("tog", Float) = 0 [Enum(Triangle,0, Quad,1)] _WFMode ("en3", Float) = 0 [HDR] _WFColor ("col", Vector) = (0,0,0,1) _WFVisibility ("ra", Range(0, 1)) = 1 _WFFill ("ra", Range(0, 1)) = 0 _PatternMult ("fl", Float) = 2.5 [HideInInspector] _UseMetallicMap ("tog", Float) = 0 [HideInInspector] _UseSpecMap ("tog", Float) = 0 [HideInInspector] _UseSmoothMap ("tog", Float) = 0 [HideInInspector] _PackedRoughPreview ("tog", Float) = 0 [HideInInspector] _IsCubeBlendMask ("tog", Float) = 0 [HideInInspector] _DistortUVs ("tog", Float) = 0 [HideInInspector] _NaNLmao ("fl", Float) = 0 [HideInInspector] _OutlineCulling ("tog", Float) = 1 [HideInInspector] _UseMatcap1 ("tog", Float) = 0 [IntRange] _StencilRef ("ra", Range(1, 255)) = 1 [Enum(UnityEngine.Rendering.StencilOp)] _StencilPass ("enx", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("emx", Float) = 0 [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("enx", Float) = 0 [Enum(UnityEngine.Rendering.CompareFunction)] _StencilCompare ("enx", Float) = 8 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 sampler2D _MainTex; fixed4 _Color; struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Alpha = c.a; } ENDCG } //CustomEditor "USEditor" }