215 lines
9.3 KiB
Plaintext
215 lines
9.3 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.3.3
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "HunFX/SH_HunFX_simple"
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{
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Properties
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{
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_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
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_MainTex ("Particle Texture", 2D) = "white" {}
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_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
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_MainTexture("MainTexture", 2D) = "white" {}
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[Toggle(_USEGASALPHA_ON)] _UseGasAlpha("UseGasAlpha", Float) = 0
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[Toggle(_USECOLOR_ON)] _UseColor("UseColor", Float) = 0
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[HDR]_Color_tint("Color_tint", Color) = (0,0,0,0)
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_Panner("Panner", Vector) = (0,0,0,0)
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_uv("uv", Vector) = (1,1,0,0)
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}
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Category
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{
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" }
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask RGB
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest LEqual
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Pass {
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CGPROGRAM
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#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
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#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
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#endif
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 2.0
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#pragma multi_compile_instancing
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#pragma multi_compile_particles
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#pragma multi_compile_fog
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_FRAG_COLOR
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#pragma shader_feature_local _USECOLOR_ON
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#pragma shader_feature_local _USEGASALPHA_ON
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#include "UnityCG.cginc"
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struct appdata_t
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{
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float4 vertex : POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float4 texcoord : TEXCOORD0;
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UNITY_FOG_COORDS(1)
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#ifdef SOFTPARTICLES_ON
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float4 projPos : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#if UNITY_VERSION >= 560
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UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
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#else
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uniform sampler2D_float _CameraDepthTexture;
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#endif
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//Don't delete this comment
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// uniform sampler2D_float _CameraDepthTexture;
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uniform sampler2D _MainTex;
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uniform fixed4 _TintColor;
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uniform float4 _MainTex_ST;
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uniform float _InvFade;
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uniform float4 _Color_tint;
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uniform sampler2D _MainTexture;
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uniform float2 _Panner;
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uniform float4 _uv;
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v2f vert ( appdata_t v )
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.vertex = UnityObjectToClipPos(v.vertex);
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#ifdef SOFTPARTICLES_ON
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o.projPos = ComputeScreenPos (o.vertex);
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COMPUTE_EYEDEPTH(o.projPos.z);
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#endif
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o.color = v.color;
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o.texcoord = v.texcoord;
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UNITY_TRANSFER_FOG(o,o.vertex);
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return o;
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}
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fixed4 frag ( v2f i ) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( i );
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
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#ifdef SOFTPARTICLES_ON
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float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
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float partZ = i.projPos.z;
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float fade = saturate (_InvFade * (sceneZ-partZ));
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i.color.a *= fade;
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#endif
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float2 appendResult16 = (float2(_Panner.x , _Panner.y));
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float2 texCoord17 = i.texcoord.xy * float2( 1,1 ) + float2( 0,0 );
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float2 appendResult20 = (float2(_uv.x , _uv.y));
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float2 appendResult21 = (float2(_uv.z , _uv.w));
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float2 panner14 = ( 1.0 * _Time.y * appendResult16 + ( ( texCoord17 * appendResult20 ) + appendResult21 ));
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float4 tex2DNode1 = tex2D( _MainTexture, panner14 );
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#ifdef _USECOLOR_ON
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float4 staticSwitch11 = ( tex2DNode1 * i.color );
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#else
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float4 staticSwitch11 = i.color;
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#endif
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float4 break6 = ( _Color_tint * staticSwitch11 );
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#ifdef _USEGASALPHA_ON
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float staticSwitch10 = tex2DNode1.g;
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#else
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float staticSwitch10 = tex2DNode1.a;
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#endif
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float4 appendResult8 = (float4(break6.r , break6.g , break6.b , ( staticSwitch10 * i.color.a )));
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fixed4 col = appendResult8;
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UNITY_APPLY_FOG(i.fogCoord, col);
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return col;
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}
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ENDCG
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}
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}
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}
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CustomEditor "ASEMaterialInspector"
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Fallback Off
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}
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/*ASEBEGIN
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Version=19303
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Node;AmplifyShaderEditor.Vector4Node;19;-464,0;Inherit;False;Property;_uv;uv;5;0;Create;True;0;0;0;False;0;False;1,1,0,0;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;17;-560,-208;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.DynamicAppendNode;20;-272,-48;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.Vector2Node;15;144,16;Inherit;False;Property;_Panner;Panner;4;0;Create;True;0;0;0;False;0;False;0,0;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.DynamicAppendNode;21;-125.5271,67.07861;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;22;-122.9625,-354.7912;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.DynamicAppendNode;16;320,32;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SimpleAddOpNode;23;128.3641,-234.257;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.PannerNode;14;512,-128;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;1;720,-144;Inherit;True;Property;_MainTexture;MainTexture;0;0;Create;True;0;0;0;False;0;False;-1;None;51c56a48c032b3b4c87248f655ac6783;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
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Node;AmplifyShaderEditor.VertexColorNode;4;848,240;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;5;1088,-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.StaticSwitch;11;1424,-176;Inherit;False;Property;_UseColor;UseColor;2;0;Create;True;0;0;0;False;0;False;0;0;0;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.ColorNode;12;1568,-368;Inherit;False;Property;_Color_tint;Color_tint;3;1;[HDR];Create;True;0;0;0;False;0;False;0,0,0,0;2,2,2,0.003921569;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.StaticSwitch;10;1360,224;Inherit;False;Property;_UseGasAlpha;UseGasAlpha;1;0;Create;True;0;0;0;False;0;False;0;0;0;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.SimpleMultiplyOpNode;13;1760,-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.SimpleMultiplyOpNode;9;1648,320;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.BreakToComponentsNode;6;1824,-32;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.DynamicAppendNode;8;1984,16;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;2160,16;Float;False;True;-1;2;ASEMaterialInspector;0;11;HunFX/SH_HunFX_simple;0b6a9f8b4f707c74ca64c0be8e590de0;True;SubShader 0 Pass 0;0;0;SubShader 0 Pass 0;2;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;False;0;False;;False;False;False;False;False;False;False;False;False;True;2;False;;True;3;False;;False;True;4;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;False;False;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;0;;0;0;Standard;0;0;1;True;False;;False;0
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WireConnection;20;0;19;1
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WireConnection;20;1;19;2
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WireConnection;21;0;19;3
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WireConnection;21;1;19;4
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WireConnection;22;0;17;0
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WireConnection;22;1;20;0
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WireConnection;16;0;15;1
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WireConnection;16;1;15;2
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WireConnection;23;0;22;0
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WireConnection;23;1;21;0
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WireConnection;14;0;23;0
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WireConnection;14;2;16;0
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WireConnection;1;1;14;0
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WireConnection;5;0;1;0
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WireConnection;5;1;4;0
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WireConnection;11;1;4;0
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WireConnection;11;0;5;0
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WireConnection;10;1;1;4
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WireConnection;10;0;1;2
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WireConnection;13;0;12;0
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WireConnection;13;1;11;0
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WireConnection;9;0;10;0
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WireConnection;9;1;4;4
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WireConnection;6;0;13;0
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WireConnection;8;0;6;0
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WireConnection;8;1;6;1
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WireConnection;8;2;6;2
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WireConnection;8;3;9;0
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WireConnection;0;0;8;0
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ASEEND*/
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//CHKSM=18115196FF58FF6ABEE9E5A1E2C0DA9906CAC79C
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