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// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID'
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Custom/Ring desat"
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{
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Properties
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{
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[HideInInspector] __dirty( "", Int ) = 1
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_Ringsalpha("Rings (alpha)", 2D) = "white" {}
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_Color0("Color 0", Color) = (1,0,0,0)
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_Ringintensity("Ring intensity", Range( 0 , 5)) = 5
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_FullDesaturation("Full Desaturation", Range( 0 , 1)) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" }
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Cull Off
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CGINCLUDE
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#include "UnityPBSLighting.cginc"
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#include "Lighting.cginc"
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#pragma target 3.0
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struct Input
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{
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float2 uv_texcoord;
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};
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uniform float4 _Color0;
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uniform sampler2D _Ringsalpha;
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uniform float4 _Ringsalpha_ST;
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uniform float _Ringintensity;
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uniform float _FullDesaturation;
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void surf( Input i , inout SurfaceOutputStandard o )
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{
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o.Albedo = lerp( _Color0.rgb,dot(_Color0.rgb,float3(0.299,0.587,0.114)).xxx,_FullDesaturation);
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float2 uv_Ringsalpha = i.uv_texcoord * _Ringsalpha_ST.xy + _Ringsalpha_ST.zw;
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o.Alpha = ( tex2D( _Ringsalpha,uv_Ringsalpha).a * _Ringintensity );
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}
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ENDCG
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CGPROGRAM
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#pragma surface surf Standard alpha:fade keepalpha
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ENDCG
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Pass
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{
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Name "ShadowCaster"
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Tags{ "LightMode" = "ShadowCaster" }
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ZWrite On
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#pragma multi_compile_shadowcaster
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#pragma multi_compile UNITY_PASS_SHADOWCASTER
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#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
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# include "HLSLSupport.cginc"
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#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES3 )
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#define CAN_SKIP_VPOS
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#endif
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#include "UnityCG.cginc"
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#include "Lighting.cginc"
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#include "UnityPBSLighting.cginc"
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sampler3D _DitherMaskLOD;
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struct v2f
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{
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V2F_SHADOW_CASTER;
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float3 worldPos : TEXCOORD6;
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float4 texcoords01 : TEXCOORD4;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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v2f vert( appdata_full 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_OUTPUT( v2f, o );
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UNITY_TRANSFER_INSTANCE_ID( v, o );
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float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
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half3 worldNormal = UnityObjectToWorldNormal( v.normal );
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o.texcoords01 = float4( v.texcoord.xy, v.texcoord1.xy );
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o.worldPos = worldPos;
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TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
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return o;
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}
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fixed4 frag( v2f IN
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#if !defined( CAN_SKIP_VPOS )
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, UNITY_VPOS_TYPE vpos : VPOS
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#endif
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) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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Input surfIN;
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UNITY_INITIALIZE_OUTPUT( Input, surfIN );
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surfIN.uv_texcoord = IN.texcoords01.xy;
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float3 worldPos = IN.worldPos;
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fixed3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
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SurfaceOutputStandard o;
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UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
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surf( surfIN, o );
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#if defined( CAN_SKIP_VPOS )
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float2 vpos = IN.pos;
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#endif
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half alphaRef = tex3D( _DitherMaskLOD, float3( vpos.xy * 0.25, o.Alpha * 0.9375 ) ).a;
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clip( alphaRef - 0.01 );
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SHADOW_CASTER_FRAGMENT( IN )
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}
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ENDCG
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}
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}
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Fallback "Diffuse"
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CustomEditor "ASEMaterialInspector"
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}
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/*ASEBEGIN
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Version=6001
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2567;29;1666;974;1022.9;1135.2;1.9;True;True
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Node;AmplifyShaderEditor.SamplerNode;1;-451,94;Float;True;Property;_Ringsalpha;Rings (alpha);0;0;Assets/Exo planets/Textures/Planets/Atawi/Atawi_Rings.tga;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;1.0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1.0;False;FLOAT4;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.RangedFloatNode;4;-443.4,315.4001;Float;False;Property;_Ringintensity;Ring intensity;2;0;5;0;5;FLOAT
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;3;-89.40002,186.4001;Float;True;0;FLOAT;0.0;False;1;FLOAT;0.0;False;FLOAT
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Node;AmplifyShaderEditor.ColorNode;2;-365.4,-162.5999;Float;False;Property;_Color0;Color 0;1;0;1,0,0,0;COLOR;FLOAT;FLOAT;FLOAT;FLOAT
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Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;207,-9;Float;False;True;2;Float;ASEMaterialInspector;Standard;Custom/Ring;False;False;False;False;False;False;False;False;False;False;False;False;Off;0;0;False;0;0;Transparent;0.5;True;True;0;False;Transparent;Transparent;All;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;True;False;0;255;255;0;0;0;0;False;0;4;10;25;False;0.5;True;0;Zero;Zero;0;Zero;Zero;Add;Add;0;False;0;0,0,0,0;VertexOffset;False;Cylindrical;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0.0;False;4;FLOAT;0.0;False;5;FLOAT;0.0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0.0;False;9;FLOAT;0.0;False;10;OBJECT;0.0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;13;OBJECT;0.0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False
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WireConnection;3;0;1;4
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WireConnection;3;1;4;0
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WireConnection;0;0;2;0
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WireConnection;0;9;3;0
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ASEEND*/
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//CHKSM=C290C9AEC8DFC229E1C43ABF3DCB5828C4FAE703
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