// Made with Amplify Shader Editor v1.9.9.4 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Soung/Post/ScreenFX" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [KeywordEnum( Heat,Blur,BlackNWhite,Screen,Chroma )] _FunctionSwitcher( "功能", Float ) = 0 [Header(Setting)][Enum(UnityEngine.Rendering.CullMode)] _CullingMode( "剔除模式", Float ) = 0 [Header(Heat)] _HeatTex( "热扭曲贴图", 2D ) = "black" {} _HeatPower( "热扭曲强度", Range( 0, 1 ) ) = 0.01 [Enum(Material,0,Custom1y,1)] _HeatPowerMode( "热扭曲强度模式", Float ) = 0 [Enum(Local,0,Polar,1)] _HeatUVMode( "热扭曲UV模式", Float ) = 0 [Enum(Local,0,Global,1)] _HeatPolarCenterMode( "热扭曲极坐标原点模式", Float ) = 0 _HeatPolarSettings( "热扭曲极坐标原点与偏移", Vector ) = ( 0.5, 0.5, 1, 1 ) _HeatUSpeed( "热扭曲U速度", Float ) = 0 _HeatVSpeed( "热扭曲V速度", Float ) = 0 [Enum(Program,0,Texture,1)] _HeatMaskMode( "热扭曲遮罩模式", Float ) = 0 [HDR][Header(BlackNWhite)] _FlashColor( "黑白闪颜色", Color ) = ( 1, 1, 1, 0 ) _BlackNWhiteSoft( "黑白过渡", Range( 0.51, 1 ) ) = 0.51 [Enum(Material,0,Custom1x,1)] _BlackNWhiteSwitch( "黑白闪切换方式", Float ) = 0 _BlackNWhite( "黑白闪切换", Range( 0, 1 ) ) = 0 [NoScaleOffset] _RadialTex( "放射线贴图", 2D ) = "white" {} [Enum(R,0,A,1)] _RadiusMaskP( "放射贴图通道", Float ) = 0 _RadialUSpeed( "放射U速度", Float ) = 0 _RadialVSpeed( "放射V速度", Float ) = 0 _RadialPower( "放射强度", Range( 0, 1 ) ) = 0 [Enum(Program,0,Texture,1)] _RadialMaskMode( "放射线遮罩方式", Float ) = 0 _GlobalPolarCenter( "全局极坐标原点与偏移", Vector ) = ( 0.5, 0.5, 1, 1 ) [Header(Mask)][NoScaleOffset] _MaskTex( "遮罩贴图", 2D ) = "white" {} _MaskTexOffset( "遮罩贴图平铺与偏移", Vector ) = ( 1, 1, 0, 0 ) [Enum(R,0,A,1)] _MaskTexP( "遮罩贴图通道", Float ) = 0 [Enum(OFF,0,ON,1)] _OneMinusMask( "反相遮罩", Float ) = 0 [IntRange] _MaskTexRotator( "遮罩贴图旋转", Range( 0, 360 ) ) = 0 [Header(ProgramMask)] _ProgramMaskSoft( "程序遮罩过渡", Range( 0, 10 ) ) = 3.166892 _ProgramMaskRange( "程序遮罩范围", Range( 0, 1.5 ) ) = 0.2667015 [Header(Blur)] _BlurPower( "径向模糊强度", Range( -1, 2 ) ) = 1 [KeywordEnum( 4Blur,8Blur,12Blur )] _BlurDivission( "径向模糊细分", Float ) = 0 [Enum(Material,0,Custom2x,1)] _BlurPowerMode( "径向模糊强度模式", Float ) = 0 [Enum(Local,0,Global,1)] _BlurCenterMode( "径向模糊原点模式", Float ) = 1 _BlurCenter( "径向模糊原点", Vector ) = ( 0.5, 0.5, 0, 0 ) [Header(Chroma)] _ChromaPower( "色散强度", Range( 0, 2 ) ) = 1 [Enum(Material,0,Custom1w,1)] _ChromaPowerMode( "色散强度模式", Float ) = 0 [Header(Screen)][NoScaleOffset] _ScreenTex( "屏幕贴图", 2D ) = "black" {} _ScreenTexUV( "屏幕贴图平铺与偏移", Vector ) = ( 1, 1, 0, 0 ) [HDR] _ScreenTexColor( "屏幕贴图颜色", Color ) = ( 1, 1, 1, 1 ) [Enum(R,0,A,1)] _ScreenTexP( "屏幕贴图通道", Float ) = 0 [Enum(Local,0,Polar,1)] _ScreenModel( "屏幕贴图UV模式", Float ) = 1 [Enum(Local,0,Global,1)] _ScreenPolarCenterMode( "屏幕极坐标原点模式", Float ) = 0 _ScreenPolarSettings( "屏幕极坐标原点与偏移", Vector ) = ( 0.5, 0.5, 1, 1 ) _ScreenUSpeed( "屏幕贴图U速度", Float ) = 0 _ScreenVSpeed( "屏幕贴图V速度", Float ) = 0 _ScreenDissolveTex( "屏幕溶解贴图", 2D ) = "white" {} [Enum(R,0,A,1)] _DissolveTexP( "溶解贴图通道", Float ) = 0 [IntRange] _ScreenDissolveRotator( "屏幕溶解旋转", Range( 0, 360 ) ) = 0 [Enum(Material,0,Custom1z,1)] _DissolveMode( "溶解控制模式", Float ) = 0 [Enum(Soft,0,Edge,1)] _DissolveEdgeSwitch( "溶解边缘模式", Float ) = 0 [HDR] _DissolveEdgeColor( "溶解边缘颜色", Color ) = ( 1, 0.4109318, 0, 1 ) _DissolveEdgeWide( "溶解边缘宽度", Range( 0, 1 ) ) = 0.15 _DissolveSmooth( "溶解平滑度", Range( 0, 1 ) ) = 0 _DissolvePower( "溶解进度", Range( 0, 2 ) ) = 0.3787051 _DissolveTexUspeed( "溶解U速度", Float ) = 0 _DissolveTexVspeed( "溶解V速度", Float ) = 0 //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Unlit" } Cull [_CullingMode] AlphaToMask Off HLSLINCLUDE #pragma target 4.5 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 ) #error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default. #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="Twist" } Blend SrcAlpha OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0,0 ColorMask RGBA HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_local _RECEIVE_SHADOWS_OFF #pragma instancing_options renderinglayer #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #define REQUIRE_OPAQUE_TEXTURE 1 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _WRITE_RENDERING_LAYERS #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #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" #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_FRAG_SCREEN_POSITION_NORMALIZED #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_TEXTURE_COORDINATES1 #define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0 #define ASE_NEEDS_TEXTURE_COORDINATES2 #define ASE_NEEDS_FRAG_COLOR #pragma multi_compile_local _FUNCTIONSWITCHER_HEAT _FUNCTIONSWITCHER_BLUR _FUNCTIONSWITCHER_BLACKNWHITE _FUNCTIONSWITCHER_SCREEN _FUNCTIONSWITCHER_CHROMA #pragma multi_compile_instancing #pragma shader_feature_local _BLURDIVISSION_4BLUR _BLURDIVISSION_8BLUR _BLURDIVISSION_12BLUR #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 positionWSAndFogFactor : TEXCOORD0; half3 normalWS : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_color : COLOR; float4 ase_texcoord4 : TEXCOORD4; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ScreenPolarSettings; float4 _HeatPolarSettings; float4 _GlobalPolarCenter; float4 _DissolveEdgeColor; float4 _FlashColor; float4 _ScreenTexUV; float4 _MaskTexOffset; float4 _ScreenTexColor; float2 _BlurCenter; float _CullingMode; float _ScreenVSpeed; float _ScreenPolarCenterMode; float _ScreenModel; float _ScreenTexP; float _DissolveMode; float _DissolvePower; float _ScreenUSpeed; float _DissolveSmooth; float _DissolveTexUspeed; float _DissolveTexVspeed; float _ScreenDissolveRotator; float _DissolveTexP; float _DissolveEdgeWide; float _DissolveEdgeSwitch; float _OneMinusMask; float _BlackNWhiteSwitch; float _RadialMaskMode; float _RadialPower; float _HeatUSpeed; float _HeatVSpeed; float _HeatPolarCenterMode; float _HeatUVMode; float _HeatPower; float _HeatPowerMode; float _ProgramMaskRange; float _ProgramMaskSoft; float _BlackNWhite; float _MaskTexRotator; float _HeatMaskMode; float _BlurCenterMode; float _BlurPower; float _BlurPowerMode; float _BlackNWhiteSoft; float _RadialUSpeed; float _RadialVSpeed; float _ChromaPower; float _MaskTexP; float _ChromaPowerMode; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _CameraColorAttachmentA; sampler2D _HeatTex; sampler2D _MaskTex; sampler2D _RadialTex; sampler2D _ScreenTex; sampler2D _ScreenDissolveTex; UNITY_INSTANCING_BUFFER_START(SoungPostScreenFX) UNITY_DEFINE_INSTANCED_PROP(float4, _HeatTex_ST) UNITY_DEFINE_INSTANCED_PROP(float4, _ScreenDissolveTex_ST) UNITY_DEFINE_INSTANCED_PROP(float, _RadiusMaskP) UNITY_INSTANCING_BUFFER_END(SoungPostScreenFX) PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord2.xy = input.ase_texcoord.xy; output.ase_texcoord3 = input.ase_texcoord1; output.ase_color = input.ase_color; output.ase_texcoord4 = input.ase_texcoord2; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord2.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS ); float fogFactor = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) fogFactor = ComputeFogFactor(vertexInput.positionCS.z); #endif output.positionCS = vertexInput.positionCS; output.positionWSAndFogFactor = float4( vertexInput.positionWS, fogFactor ); output.normalWS = normalInput.normalWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_color : COLOR; float4 ase_texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; output.ase_texcoord1 = input.ase_texcoord1; output.ase_color = input.ase_color; output.ase_texcoord2 = input.ase_texcoord2; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; output.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined( _SURFACE_TYPE_TRANSPARENT ) const bool isTransparent = true; #else const bool isTransparent = false; #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) float4 shadowCoord = TransformWorldToShadowCoord( input.positionWSAndFogFactor.xyz ); #else float4 shadowCoord = float4(0, 0, 0, 0); #endif float3 PositionWS = input.positionWSAndFogFactor.xyz; float3 PositionRWS = GetCameraRelativePositionWS( PositionWS ); half3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS ); float4 ShadowCoord = shadowCoord; float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); half3 NormalWS = normalize( input.normalWS ); float4 GrabScreen355 = ScreenPosNorm; float2 appendResult391 = (float2(_HeatUSpeed , _HeatVSpeed)); float4 _HeatTex_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(SoungPostScreenFX,_HeatTex_ST); float2 uv_HeatTex = input.ase_texcoord2.xy * _HeatTex_ST_Instance.xy + _HeatTex_ST_Instance.zw; float2 appendResult382 = (float2(_HeatPolarSettings.x , _HeatPolarSettings.y)); float2 appendResult335 = (float2(_GlobalPolarCenter.x , _GlobalPolarCenter.y)); float2 GlobalCenter360 = appendResult335; float2 lerpResult385 = lerp( appendResult382 , GlobalCenter360 , _HeatPolarCenterMode); float2 temp_output_34_0_g9 = ( uv_HeatTex - lerpResult385 ); float2 break39_g9 = temp_output_34_0_g9; float2 appendResult50_g9 = (float2(( _HeatPolarSettings.z * ( length( temp_output_34_0_g9 ) * 2.0 ) ) , ( ( atan2( break39_g9.x , break39_g9.y ) * ( 1.0 / TWO_PI ) ) * _HeatPolarSettings.w ))); float2 lerpResult387 = lerp( uv_HeatTex , appendResult50_g9 , _HeatUVMode); float2 panner10 = ( 1.0 * _Time.y * appendResult391 + lerpResult387); float4 texCoord408 = input.ase_texcoord3; texCoord408.xy = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float custom1y409 = texCoord408.y; float lerpResult555 = lerp( _HeatPower , custom1y409 , _HeatPowerMode); float3 unpack9 = UnpackNormalScale( tex2D( _HeatTex, panner10 ), ( lerpResult555 * 0.1 ) ); unpack9.z = lerp( 1, unpack9.z, saturate(( lerpResult555 * 0.1 )) ); float2 texCoord292 = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_295_0 = ( ( texCoord292 - GlobalCenter360 ) * 2.0 ); float2 temp_output_297_0 = ( temp_output_295_0 * temp_output_295_0 ); float GlobalMask340 = pow( saturate( ( ( (temp_output_297_0).x + (temp_output_297_0).y ) - _ProgramMaskRange ) ) , _ProgramMaskSoft ); float2 temp_output_358_0 = (GrabScreen355).xy; float2 appendResult241 = (float2(_MaskTexOffset.x , _MaskTexOffset.y)); float2 appendResult242 = (float2(_MaskTexOffset.z , _MaskTexOffset.w)); float Rotator180405 = 180.0; float cos437 = cos( ( ( _MaskTexRotator * PI ) / Rotator180405 ) ); float sin437 = sin( ( ( _MaskTexRotator * PI ) / Rotator180405 ) ); float2 rotator437 = mul( (temp_output_358_0*appendResult241 + appendResult242) - float2( 0.5,0.5 ) , float2x2( cos437 , -sin437 , sin437 , cos437 )) + float2( 0.5,0.5 ); float4 tex2DNode203 = tex2D( _MaskTex, rotator437 ); float lerpResult307 = lerp( tex2DNode203.r , tex2DNode203.a , _MaskTexP); float MaskTex542 = lerpResult307; float lerpResult552 = lerp( GlobalMask340 , MaskTex542 , _HeatMaskMode); float4 VertColor534 = input.ase_color; float4 fetchOpaqueVal47 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( GrabScreen355 + ( unpack9.r * lerpResult552 * VertColor534 ) ).xy.xy ), 1.0 ); float4 ref252 = fetchOpaqueVal47; float2 lerpResult363 = lerp( _BlurCenter , GlobalCenter360 , _BlurCenterMode); float4 texCoord400 = input.ase_texcoord4; texCoord400.xy = input.ase_texcoord4.xy * float2( 1,1 ) + float2( 0,0 ); float custom2x401 = texCoord400.x; float lerpResult561 = lerp( _BlurPower , custom2x401 , _BlurPowerMode); float4 temp_output_55_0 = ( ( GrabScreen355 - float4( lerpResult363, 0.0 , 0.0 ) ) * 0.01 * lerpResult561 ); float4 temp_output_78_0 = ( GrabScreen355 - temp_output_55_0 ); float4 fetchOpaqueVal50 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_78_0.xy.xy ), 1.0 ); float4 BlurUV98 = temp_output_55_0; float4 temp_output_77_0 = ( temp_output_78_0 - BlurUV98 ); float4 fetchOpaqueVal76 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_77_0.xy.xy ), 1.0 ); float4 temp_output_79_0 = ( temp_output_77_0 - BlurUV98 ); float4 fetchOpaqueVal80 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_79_0.xy.xy ), 1.0 ); float4 temp_output_96_0 = ( temp_output_79_0 - BlurUV98 ); float4 fetchOpaqueVal81 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_96_0.xy.xy ), 1.0 ); float4 temp_output_110_0 = ( fetchOpaqueVal50 + fetchOpaqueVal76 + fetchOpaqueVal80 + fetchOpaqueVal81 ); float4 temp_output_97_0 = ( temp_output_96_0 - BlurUV98 ); float4 fetchOpaqueVal82 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_97_0.xy.xy ), 1.0 ); float4 temp_output_100_0 = ( temp_output_97_0 - BlurUV98 ); float4 fetchOpaqueVal83 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_100_0.xy.xy ), 1.0 ); float4 temp_output_101_0 = ( temp_output_100_0 - BlurUV98 ); float4 fetchOpaqueVal84 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_101_0.xy.xy ), 1.0 ); float4 temp_output_102_0 = ( temp_output_101_0 - BlurUV98 ); float4 fetchOpaqueVal85 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_102_0.xy.xy ), 1.0 ); float4 temp_output_112_0 = ( temp_output_110_0 + ( fetchOpaqueVal82 + fetchOpaqueVal83 + fetchOpaqueVal84 + fetchOpaqueVal85 ) ); float4 temp_output_104_0 = ( temp_output_102_0 - BlurUV98 ); float4 fetchOpaqueVal86 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_104_0.xy.xy ), 1.0 ); float4 temp_output_105_0 = ( temp_output_104_0 - BlurUV98 ); float4 fetchOpaqueVal87 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_105_0.xy.xy ), 1.0 ); float4 temp_output_106_0 = ( temp_output_105_0 - BlurUV98 ); float4 fetchOpaqueVal88 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_106_0.xy.xy ), 1.0 ); float4 fetchOpaqueVal90 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( temp_output_106_0 - BlurUV98 ).xy.xy ), 1.0 ); #if defined( _BLURDIVISSION_4BLUR ) float4 staticSwitch109 = temp_output_110_0; #elif defined( _BLURDIVISSION_8BLUR ) float4 staticSwitch109 = temp_output_112_0; #elif defined( _BLURDIVISSION_12BLUR ) float4 staticSwitch109 = ( temp_output_112_0 + ( fetchOpaqueVal86 + fetchOpaqueVal87 + fetchOpaqueVal88 + fetchOpaqueVal90 ) ); #else float4 staticSwitch109 = temp_output_110_0; #endif #if defined( _BLURDIVISSION_4BLUR ) float staticSwitch116 = 4.0; #elif defined( _BLURDIVISSION_8BLUR ) float staticSwitch116 = 8.0; #elif defined( _BLURDIVISSION_12BLUR ) float staticSwitch116 = 12.0; #else float staticSwitch116 = 4.0; #endif float4 appendResult120 = (float4((( staticSwitch109 / staticSwitch116 )).rgb , 1.0)); float4 blur264 = appendResult120; float2 temp_output_333_0 = (ScreenPosNorm).xy; float4 fetchOpaqueVal274 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_333_0.xy ), 1.0 ); float2 appendResult338 = (float2(_RadialUSpeed , _RadialVSpeed)); float2 temp_output_34_0_g10 = ( temp_output_333_0 - appendResult335 ); float2 break39_g10 = temp_output_34_0_g10; float2 appendResult50_g10 = (float2(( _GlobalPolarCenter.z * ( length( temp_output_34_0_g10 ) * 2.0 ) ) , ( ( atan2( break39_g10.x , break39_g10.y ) * ( 1.0 / TWO_PI ) ) * _GlobalPolarCenter.w ))); float2 panner164 = ( 1.0 * _Time.y * appendResult338 + appendResult50_g10); float4 tex2DNode161 = tex2D( _RadialTex, panner164 ); float _RadiusMaskP_Instance = UNITY_ACCESS_INSTANCED_PROP(SoungPostScreenFX,_RadiusMaskP); float lerpResult343 = lerp( tex2DNode161.r , tex2DNode161.a , _RadiusMaskP_Instance); float lerpResult540 = lerp( GlobalMask340 , MaskTex542 , _RadialMaskMode); float lerpResult166 = lerp( fetchOpaqueVal274.r , ( lerpResult343 * lerpResult540 ) , _RadialPower); float temp_output_344_0 = ( fetchOpaqueVal274.r + lerpResult166 ); float custom1x410 = texCoord408.x; float lerpResult544 = lerp( _BlackNWhite , custom1x410 , _BlackNWhiteSwitch); float lerpResult346 = lerp( temp_output_344_0 , ( 1.0 - temp_output_344_0 ) , lerpResult544); float smoothstepResult149 = smoothstep( ( 1.0 - _BlackNWhiteSoft ) , _BlackNWhiteSoft , lerpResult346); float4 heibai260 = ( _FlashColor * smoothstepResult149 ); float2 appendResult375 = (float2(_ScreenUSpeed , _ScreenVSpeed)); float2 appendResult372 = (float2(_ScreenPolarSettings.x , _ScreenPolarSettings.y)); float2 lerpResult368 = lerp( appendResult372 , GlobalCenter360 , _ScreenPolarCenterMode); float2 temp_output_34_0_g7 = ( temp_output_358_0 - lerpResult368 ); float2 break39_g7 = temp_output_34_0_g7; float2 appendResult50_g7 = (float2(( _ScreenPolarSettings.z * ( length( temp_output_34_0_g7 ) * 2.0 ) ) , ( ( atan2( break39_g7.x , break39_g7.y ) * ( 1.0 / TWO_PI ) ) * _ScreenPolarSettings.w ))); float2 lerpResult214 = lerp( temp_output_358_0 , appendResult50_g7 , _ScreenModel); float2 appendResult221 = (float2(_ScreenTexUV.x , _ScreenTexUV.y)); float2 appendResult222 = (float2(_ScreenTexUV.z , _ScreenTexUV.w)); float2 panner198 = ( 1.0 * _Time.y * appendResult375 + (lerpResult214*appendResult221 + appendResult222)); float4 tex2DNode189 = tex2D( _ScreenTex, panner198 ); float lerpResult527 = lerp( tex2DNode189.r , tex2DNode189.a , _ScreenTexP); float smoothstepResult547 = smoothstep( 1.0 , -1.0 , lerpResult307); float lerpResult548 = lerp( lerpResult307 , smoothstepResult547 , _OneMinusMask); float custom1z412 = texCoord408.z; float lerpResult444 = lerp( _DissolvePower , custom1z412 , _DissolveMode); float DissolveValue445 = lerpResult444; float2 appendResult473 = (float2(_DissolveTexUspeed , _DissolveTexVspeed)); float4 _ScreenDissolveTex_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(SoungPostScreenFX,_ScreenDissolveTex_ST); float2 uv_ScreenDissolveTex = input.ase_texcoord2.xy * _ScreenDissolveTex_ST_Instance.xy + _ScreenDissolveTex_ST_Instance.zw; float2 panner476 = ( 1.0 * _Time.y * appendResult473 + uv_ScreenDissolveTex); float cos478 = cos( ( ( _ScreenDissolveRotator * PI ) / Rotator180405 ) ); float sin478 = sin( ( ( _ScreenDissolveRotator * PI ) / Rotator180405 ) ); float2 rotator478 = mul( panner476 - float2( 0.5,0.5 ) , float2x2( cos478 , -sin478 , sin478 , cos478 )) + float2( 0.5,0.5 ); float4 tex2DNode482 = tex2D( _ScreenDissolveTex, rotator478 ); float lerpResult486 = lerp( tex2DNode482.r , tex2DNode482.a , _DissolveTexP); float temp_output_496_0 = saturate( ( lerpResult486 / 2.0 ) ); float smoothstepResult505 = smoothstep( ( DissolveValue445 - _DissolveSmooth ) , DissolveValue445 , temp_output_496_0); float4 temp_cast_16 = (smoothstepResult505).xxxx; float4 lerpResult508 = lerp( temp_cast_16 , ( smoothstepResult505 + ( _DissolveEdgeColor * ( step( ( DissolveValue445 - _DissolveEdgeWide ) , temp_output_496_0 ) - step( DissolveValue445 , temp_output_496_0 ) ) ) ) , _DissolveEdgeSwitch); float3 appendResult514 = (float3(lerpResult508.rgb)); float3 DissolveColor516 = appendResult514; float3 appendResult521 = (float3(( ( lerpResult527 * _ScreenTexColor ) * lerpResult548 * float4( DissolveColor516 , 0.0 ) ).rgb)); float3 ScreenColor245 = appendResult521; float4 AfterBlurUV129 = temp_output_78_0; float custom1w420 = texCoord408.w; float lerpResult558 = lerp( _ChromaPower , custom1w420 , _ChromaPowerMode); float4 temp_output_139_0 = ( BlurUV98 * lerpResult558 ); float4 temp_output_137_0 = ( AfterBlurUV129 - temp_output_139_0 ); float4 fetchOpaqueVal125 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_137_0.xy.xy ), 1.0 ); float4 temp_output_138_0 = ( temp_output_137_0 - temp_output_139_0 ); float4 fetchOpaqueVal131 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_138_0.xy.xy ), 1.0 ); float4 fetchOpaqueVal132 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( ( temp_output_138_0 - temp_output_139_0 ).xy.xy ), 1.0 ); float4 appendResult135 = (float4(fetchOpaqueVal125.r , fetchOpaqueVal131.g , fetchOpaqueVal132.b , GlobalMask340)); float4 sesan256 = appendResult135; #if defined( _FUNCTIONSWITCHER_HEAT ) float4 staticSwitch239 = ref252; #elif defined( _FUNCTIONSWITCHER_BLUR ) float4 staticSwitch239 = blur264; #elif defined( _FUNCTIONSWITCHER_BLACKNWHITE ) float4 staticSwitch239 = heibai260; #elif defined( _FUNCTIONSWITCHER_SCREEN ) float4 staticSwitch239 = float4( ScreenColor245 , 0.0 ); #elif defined( _FUNCTIONSWITCHER_CHROMA ) float4 staticSwitch239 = sesan256; #else float4 staticSwitch239 = ref252; #endif float VertAlpha535 = input.ase_color.a; float DissolveAlpha513 = (lerpResult508).a; float ScreenAlpha525 = ( DissolveAlpha513 * lerpResult548 * lerpResult527 * _ScreenTexColor.a ); #if defined( _FUNCTIONSWITCHER_HEAT ) float staticSwitch530 = VertAlpha535; #elif defined( _FUNCTIONSWITCHER_BLUR ) float staticSwitch530 = VertAlpha535; #elif defined( _FUNCTIONSWITCHER_BLACKNWHITE ) float staticSwitch530 = VertAlpha535; #elif defined( _FUNCTIONSWITCHER_SCREEN ) float staticSwitch530 = ScreenAlpha525; #elif defined( _FUNCTIONSWITCHER_CHROMA ) float staticSwitch530 = VertAlpha535; #else float staticSwitch530 = VertAlpha535; #endif float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = staticSwitch239.rgb; float Alpha = staticSwitch530; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS) ShadowCoord = TransformWorldToShadowCoord( PositionWS ); #endif InputData inputData = (InputData)0; inputData.positionWS = PositionWS; inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w ); inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy; inputData.normalWS = NormalWS; inputData.viewDirectionWS = ViewDirWS; #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.positionWSAndFogFactor.w); #endif #if defined(_DBUFFER) ApplyDecalToBaseColor(input.positionCS, Color); #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord); #else Color.rgb = MixFog(Color.rgb, inputData.fogCoord); #endif #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif #if defined( ASE_OPAQUE_KEEP_ALPHA ) return half4( Color, Alpha ); #else return half4( Color, OutputAlpha( Alpha, isTransparent ) ); #endif } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask R AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_VERSION 19904 #define ASE_SRP_VERSION 140011 #pragma multi_compile _ DOTS_INSTANCING_ON #pragma vertex vert #pragma fragment frag #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_TEXTURE_COORDINATES1 #define ASE_NEEDS_TEXTURE_COORDINATES0 #define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED #pragma multi_compile_local _FUNCTIONSWITCHER_HEAT _FUNCTIONSWITCHER_BLUR _FUNCTIONSWITCHER_BLACKNWHITE _FUNCTIONSWITCHER_SCREEN _FUNCTIONSWITCHER_CHROMA #pragma multi_compile_instancing #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; half3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 ase_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ScreenPolarSettings; float4 _HeatPolarSettings; float4 _GlobalPolarCenter; float4 _DissolveEdgeColor; float4 _FlashColor; float4 _ScreenTexUV; float4 _MaskTexOffset; float4 _ScreenTexColor; float2 _BlurCenter; float _CullingMode; float _ScreenVSpeed; float _ScreenPolarCenterMode; float _ScreenModel; float _ScreenTexP; float _DissolveMode; float _DissolvePower; float _ScreenUSpeed; float _DissolveSmooth; float _DissolveTexUspeed; float _DissolveTexVspeed; float _ScreenDissolveRotator; float _DissolveTexP; float _DissolveEdgeWide; float _DissolveEdgeSwitch; float _OneMinusMask; float _BlackNWhiteSwitch; float _RadialMaskMode; float _RadialPower; float _HeatUSpeed; float _HeatVSpeed; float _HeatPolarCenterMode; float _HeatUVMode; float _HeatPower; float _HeatPowerMode; float _ProgramMaskRange; float _ProgramMaskSoft; float _BlackNWhite; float _MaskTexRotator; float _HeatMaskMode; float _BlurCenterMode; float _BlurPower; float _BlurPowerMode; float _BlackNWhiteSoft; float _RadialUSpeed; float _RadialVSpeed; float _ChromaPower; float _MaskTexP; float _ChromaPowerMode; #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D _CameraColorAttachmentA; sampler2D _ScreenDissolveTex; sampler2D _MaskTex; sampler2D _ScreenTex; UNITY_INSTANCING_BUFFER_START(SoungPostScreenFX) UNITY_DEFINE_INSTANCED_PROP(float4, _ScreenDissolveTex_ST) UNITY_INSTANCING_BUFFER_END(SoungPostScreenFX) PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_color = input.ase_color; output.ase_texcoord = input.ase_texcoord1; output.ase_texcoord1.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord1.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; half3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_color = input.ase_color; output.ase_texcoord1 = input.ase_texcoord1; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; float4 tf = 1; float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax; float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp; #if defined(ASE_FIXED_TESSELLATION) tf = FixedTess( tessValue ); #elif defined(ASE_DISTANCE_TESSELLATION) tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; output.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input #if defined( ASE_DEPTH_WRITE_ON ) ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw ); float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w; float4 ScreenPos = ComputeScreenPos( ClipPos ); float VertAlpha535 = input.ase_color.a; float4 texCoord408 = input.ase_texcoord; texCoord408.xy = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float custom1z412 = texCoord408.z; float lerpResult444 = lerp( _DissolvePower , custom1z412 , _DissolveMode); float DissolveValue445 = lerpResult444; float2 appendResult473 = (float2(_DissolveTexUspeed , _DissolveTexVspeed)); float4 _ScreenDissolveTex_ST_Instance = UNITY_ACCESS_INSTANCED_PROP(SoungPostScreenFX,_ScreenDissolveTex_ST); float2 uv_ScreenDissolveTex = input.ase_texcoord1.xy * _ScreenDissolveTex_ST_Instance.xy + _ScreenDissolveTex_ST_Instance.zw; float2 panner476 = ( 1.0 * _Time.y * appendResult473 + uv_ScreenDissolveTex); float Rotator180405 = 180.0; float cos478 = cos( ( ( _ScreenDissolveRotator * PI ) / Rotator180405 ) ); float sin478 = sin( ( ( _ScreenDissolveRotator * PI ) / Rotator180405 ) ); float2 rotator478 = mul( panner476 - float2( 0.5,0.5 ) , float2x2( cos478 , -sin478 , sin478 , cos478 )) + float2( 0.5,0.5 ); float4 tex2DNode482 = tex2D( _ScreenDissolveTex, rotator478 ); float lerpResult486 = lerp( tex2DNode482.r , tex2DNode482.a , _DissolveTexP); float temp_output_496_0 = saturate( ( lerpResult486 / 2.0 ) ); float smoothstepResult505 = smoothstep( ( DissolveValue445 - _DissolveSmooth ) , DissolveValue445 , temp_output_496_0); float4 temp_cast_0 = (smoothstepResult505).xxxx; float4 lerpResult508 = lerp( temp_cast_0 , ( smoothstepResult505 + ( _DissolveEdgeColor * ( step( ( DissolveValue445 - _DissolveEdgeWide ) , temp_output_496_0 ) - step( DissolveValue445 , temp_output_496_0 ) ) ) ) , _DissolveEdgeSwitch); float DissolveAlpha513 = (lerpResult508).a; float4 GrabScreen355 = ScreenPosNorm; float2 temp_output_358_0 = (GrabScreen355).xy; float2 appendResult241 = (float2(_MaskTexOffset.x , _MaskTexOffset.y)); float2 appendResult242 = (float2(_MaskTexOffset.z , _MaskTexOffset.w)); float cos437 = cos( ( ( _MaskTexRotator * PI ) / Rotator180405 ) ); float sin437 = sin( ( ( _MaskTexRotator * PI ) / Rotator180405 ) ); float2 rotator437 = mul( (temp_output_358_0*appendResult241 + appendResult242) - float2( 0.5,0.5 ) , float2x2( cos437 , -sin437 , sin437 , cos437 )) + float2( 0.5,0.5 ); float4 tex2DNode203 = tex2D( _MaskTex, rotator437 ); float lerpResult307 = lerp( tex2DNode203.r , tex2DNode203.a , _MaskTexP); float smoothstepResult547 = smoothstep( 1.0 , -1.0 , lerpResult307); float lerpResult548 = lerp( lerpResult307 , smoothstepResult547 , _OneMinusMask); float2 appendResult375 = (float2(_ScreenUSpeed , _ScreenVSpeed)); float2 appendResult372 = (float2(_ScreenPolarSettings.x , _ScreenPolarSettings.y)); float2 appendResult335 = (float2(_GlobalPolarCenter.x , _GlobalPolarCenter.y)); float2 GlobalCenter360 = appendResult335; float2 lerpResult368 = lerp( appendResult372 , GlobalCenter360 , _ScreenPolarCenterMode); float2 temp_output_34_0_g7 = ( temp_output_358_0 - lerpResult368 ); float2 break39_g7 = temp_output_34_0_g7; float2 appendResult50_g7 = (float2(( _ScreenPolarSettings.z * ( length( temp_output_34_0_g7 ) * 2.0 ) ) , ( ( atan2( break39_g7.x , break39_g7.y ) * ( 1.0 / TWO_PI ) ) * _ScreenPolarSettings.w ))); float2 lerpResult214 = lerp( temp_output_358_0 , appendResult50_g7 , _ScreenModel); float2 appendResult221 = (float2(_ScreenTexUV.x , _ScreenTexUV.y)); float2 appendResult222 = (float2(_ScreenTexUV.z , _ScreenTexUV.w)); float2 panner198 = ( 1.0 * _Time.y * appendResult375 + (lerpResult214*appendResult221 + appendResult222)); float4 tex2DNode189 = tex2D( _ScreenTex, panner198 ); float lerpResult527 = lerp( tex2DNode189.r , tex2DNode189.a , _ScreenTexP); float ScreenAlpha525 = ( DissolveAlpha513 * lerpResult548 * lerpResult527 * _ScreenTexColor.a ); #if defined( _FUNCTIONSWITCHER_HEAT ) float staticSwitch530 = VertAlpha535; #elif defined( _FUNCTIONSWITCHER_BLUR ) float staticSwitch530 = VertAlpha535; #elif defined( _FUNCTIONSWITCHER_BLACKNWHITE ) float staticSwitch530 = VertAlpha535; #elif defined( _FUNCTIONSWITCHER_SCREEN ) float staticSwitch530 = ScreenAlpha525; #elif defined( _FUNCTIONSWITCHER_CHROMA ) float staticSwitch530 = VertAlpha535; #else float staticSwitch530 = VertAlpha535; #endif float Alpha = staticSwitch530; float AlphaClipThreshold = 0.5; #if defined( ASE_DEPTH_WRITE_ON ) float DeviceDepth = input.positionCS.z; #endif #if defined( _ALPHATEST_ON ) AlphaDiscard( Alpha, AlphaClipThreshold ); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #if defined( ASE_DEPTH_WRITE_ON ) outputDepth = DeviceDepth; #endif return 0; } ENDHLSL } } FallBack "Hidden/Shader Graph/FallbackError" Fallback Off } /*ASEBEGIN Version=19904 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;446;-3550.869,-4815.806;Inherit;False;2903.48;893.6592;ScreenDissolve;9;508;516;514;513;509;507;506;449;448;屏幕溶解;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, 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PublicKeyToken=null;496;-1882.298,-4606.842;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;501;-2015.02,-4393.281;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PiNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;435;-2646.431,-3159.266;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;436;-2637.431,-3085.266;Inherit;False;405;Rotator180;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;241;-3281.716,-3204.839;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;242;-3279.617,-3092.739;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;358;-3196.431,-3776.64;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;-1660.383,-4250.654;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;196;-2932.813,-3672.332;Inherit;False;Polar Coordinates;-1;;7;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56 Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;220;-2714.9,-3623.738;Inherit;False;Property;_ScreenTexUV;屏幕贴图平铺与偏移;37;0;Create;False;0;0;0;False;0;False;1,1,0,0;1,1,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;213;-2900.801,-3525.077;Inherit;False;Property;_ScreenModel;屏幕贴图UV模式;40;1;[Enum];Create;False;0;2;Local;0;Polar;1;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;505;-1746.659,-4608.136;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;434;-2474.431,-3155.266;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;243;-3132.529,-3230.504;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;1,0;False;2;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;506;-1470.441,-4553.478;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;-1473.554,-4461.192;Inherit;False;Property;_DissolveEdgeSwitch;溶解边缘模式;49;1;[Enum];Create;False;0;2;Soft;0;Edge;1;0;False;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;214;-2682.675,-3778.618;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;221;-2498.46,-3642.738;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;222;-2499.46,-3536.738;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;373;-2339.449,-3645.838;Inherit;False;Property;_ScreenUSpeed;屏幕贴图U速度;43;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;374;-2338.449,-3572.838;Inherit;False;Property;_ScreenVSpeed;屏幕贴图V速度;44;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RotatorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;437;-2326.007,-3229.646;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;2;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;508;-1301.456,-4609.525;Inherit;True;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.ScaleAndOffsetNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;219;-2355.46,-3780.738;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;1,0;False;2;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;375;-2165.449,-3623.838;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;306;-2040.794,-3062.681;Inherit;False;Property;_MaskTexP;遮罩贴图通道;24;1;[Enum];Create;False;0;2;R;0;A;1;0;True;0;False;0;1;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;203;-2136.682,-3253.289;Inherit;True;Property;_MaskTex;遮罩贴图;22;2;[Header];[NoScaleOffset];Create;False;1;Mask;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;509;-1062.424,-4520.938;Inherit;False;False;False;False;True;1;0;COLOR;0,0,0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;198;-2114.36,-3780.535;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;307;-1859.794,-3155.681;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;513;-859.9316,-4520.26;Inherit;False;DissolveAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;528;-1731.493,-3611.76;Inherit;False;Property;_ScreenTexP;屏幕贴图通道;39;1;[Enum];Create;False;0;2;R;0;A;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;547;-1479.941,-3140.041;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;1;False;2;FLOAT;-1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;549;-1453.354,-3017.965;Inherit;False;Property;_OneMinusMask;反相遮罩;25;1;[Enum];Create;False;0;2;OFF;0;ON;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;189;-1934.676,-3806.701;Inherit;True;Property;_ScreenTex;屏幕贴图;36;2;[Header];[NoScaleOffset];Create;False;1;Screen;0;0;False;0;False;-1;None;None;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;False;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 Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;190;-1936.163,-3611.617;Inherit;False;Property;_ScreenTexColor;屏幕贴图颜色;38;1;[HDR];Create;False;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;527;-1543.493,-3710.76;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;522;-1036.749,-3378.554;Inherit;False;513;DissolveAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;548;-1305.013,-3164.538;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;533;2611.179,-3097.161;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;523;-819.2559,-3378.74;Inherit;True;4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;535;2799.796,-3001.499;Inherit;False;VertAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;48;-375.6342,-3868.199;Inherit;False;2524.213;1057.085;Heat;29;359;395;536;252;8;47;9;380;15;13;10;11;391;390;389;388;387;383;385;386;384;382;381;554;556;557;555;566;565;热扭曲;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;-3573.68,-1885.759;Inherit;False;3388.386;2222.998;Radial Blur;25;264;122;120;121;115;119;116;118;117;109;98;55;58;144;364;56;356;51;362;363;78;365;562;563;561;径向模糊;1,1,1,1;0;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;-621.1377,-3377.476;Inherit;False;ScreenAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;554;840.0314,-3102.18;Inherit;False;389.5959;267.2759;HeatMask;4;553;552;550;551;热扭曲遮罩;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;353;-559.4372,-4803.033;Inherit;False;2027.969;382.841;Radial Used;15;340;303;304;302;301;305;298;300;299;297;295;296;293;292;361;程序遮罩;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-2526.673,-1815.35;Inherit;False;1118.671;2115.399;采样12次;30;113;112;110;114;111;99;77;79;96;90;107;106;88;50;105;87;104;86;81;102;85;101;84;100;83;97;82;80;76;129;径向模糊采样;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;-484.6483,-2738.183;Inherit;False;1664.468;740.9453;Chroma;16;141;142;256;135;366;132;131;125;139;130;137;138;140;559;560;558;色散;1,1,1,1;0;0 Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;421;2191.035,-3281.905;Inherit;False;176;139;Comment;1;425;设置;1,1,1,1;0;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;531;1209.947,-2207.571;Inherit;False;525;ScreenAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;537;1210.593,-2282.046;Inherit;False;535;VertAlpha;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;418;2200.276,-2912.701;Inherit;False;Constant;_BaseValue;BaseValue;18;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;419;2377.276,-2916.701;Inherit;False;Toggle1;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;361;-508.0251,-4567.523;Inherit;False;360;GlobalCenter;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;-527.5065,-4697.785;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 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;293;-281.0388,-4697.476;Inherit;False;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;296;-336.0388,-4566.477;Inherit;False;Constant;_CountMaskValue;CountMaskValue;42;0;Create;True;0;0;0;False;0;False;2;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;295;-130.0388,-4697.476;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;297;84.92511,-4706.648;Inherit;True;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;299;294.9261,-4750.648;Inherit;False;True;False;True;True;1;0;FLOAT2;0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;300;295.9261,-4661.648;Inherit;False;False;True;True;True;1;0;FLOAT2;0,0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;298;509.9262,-4725.648;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;305;434.2299,-4510.33;Inherit;False;Property;_ProgramMaskRange;程序遮罩范围;28;0;Create;False;0;0;0;False;0;False;0.2667015;0.31;0;1.5;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;301;734.9293,-4726.648;Inherit;True;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;-2719.854,-1764.231;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;-3233.959,-1663.301;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;362;-3545.959,-1534.301;Inherit;False;360;GlobalCenter;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-3082.68,-1686.911;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;356;-3273.408,-1764.736;Inherit;False;355;GrabScreen;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;-3079.681,-1588.912;Inherit;False;Constant;_Float2;Float 2;5;0;Create;True;0;0;0;False;0;False;0.01;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;55;-2927.394,-1612.974;Inherit;False;3;3;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;-2233.355,-1080.039;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;100;-2230.234,-910.7453;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;-2227.83,-736.4217;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;-2225.558,-564.8035;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;-2228.046,-397.5368;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;-2222.892,-224.221;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;-2224.275,-54.13723;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;-2222.811,118.6398;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;-2230.83,-1253.17;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;-2231.949,-1422.283;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;-2228.419,-1599.53;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;-2505.032,-861.7238;Inherit;False;98;BlurUV;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;111;-1700.107,-860.9573;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;114;-1690.538,-146.0476;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;-1714.947,-1546.809;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;113;-1527.503,-453.6419;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;112;-1531.478,-1230.936;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-2484.723,-1568.565;Inherit;False;AfterBlurUV;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;117;-1283.474,-1421.917;Inherit;False;Constant;_Float3;Float 3;7;0;Create;True;0;0;0;False;0;False;4;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;118;-1283.13,-1345.973;Inherit;False;Constant;_Float4;Float 4;7;0;Create;True;0;0;0;False;0;False;8;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;116;-1124.839,-1384.738;Inherit;False;Property;_Keyword0;Keyword 0;30;0;Create;True;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;3;4Blur;8Blur;12Blur;Reference;109;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 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;119;-1282.488,-1271.939;Inherit;False;Constant;_Float5;Float 5;7;0;Create;True;0;0;0;False;0;False;12;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;-903.4496,-1542.544;Inherit;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;121;-758.9418,-1542.67;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;120;-541.6993,-1543.073;Inherit;False;FLOAT4;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;-695.4382,-1464.919;Inherit;False;Constant;_Float6;Float 6;7;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;264;-397.2931,-1543.668;Inherit;False;blur;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-2073.356,119.1418;Inherit;False;Global;_GrabScreen14;Grab Screen 14;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;-2073.219,-55.11331;Inherit;False;Global;_GrabScreen12;Grab Screen 12;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;87;-2075.084,-223.6311;Inherit;False;Global;_GrabScreen11;Grab Screen 11;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-2078.47,-396.2315;Inherit;False;Global;_GrabScreen10;Grab Screen 10;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;85;-2078.572,-564.5817;Inherit;False;Global;_GrabScreen9;Grab Screen 9;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;84;-2080.413,-736.7316;Inherit;False;Global;_GrabScreen8;Grab Screen 8;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;-2081.267,-911.6403;Inherit;False;Global;_GrabScreen7;Grab Screen 7;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;-2086.039,-1080.696;Inherit;False;Global;_GrabScreen6;Grab Screen 6;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;-2085.881,-1252.42;Inherit;False;Global;_GrabScreen5;Grab Screen 5;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;80;-2087.949,-1425.283;Inherit;False;Global;_GrabScreen4;Grab Screen 4;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;76;-2085.227,-1598.514;Inherit;False;Global;_GrabScreen3;Grab Screen 3;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;50;-2083.18,-1766.844;Inherit;False;Global;_GrabScreen0;Grab Screen 0;5;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;138;102.0396,-2526.44;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;-32.7216,-2694.335;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;-162.6654,-2333.983;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;131;377.4318,-2525.309;Inherit;False;Global;_GrabScreen13;Grab Screen 13;7;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;132;380.2794,-2353.914;Inherit;False;Global;_GrabScreen15;Grab Screen 15;7;0;Create;True;0;0;0;False;0;False;Instance;274;False;False;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;640.6958,-2412.779;Inherit;False;340;GlobalMask;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;824.3036,-2497.88;Inherit;False;FLOAT4;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;142;223.9938,-2354.482;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;382;-93.50515,-3810.36;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;384;-95.86111,-3709.187;Inherit;False;360;GlobalCenter;1;0;OBJECT;;False;1;FLOAT2;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;385;114.0039,-3809.842;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;383;275.1457,-3754.891;Inherit;False;Polar Coordinates;-1;;9;7dab8e02884cf104ebefaa2e788e4162;0;4;1;FLOAT2;0,0;False;2;FLOAT2;0.5,0.5;False;3;FLOAT;1;False;4;FLOAT;1;False;3;FLOAT2;0;FLOAT;55;FLOAT;56 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;387;511.295,-3554.356;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;388;328.2947,-3506.356;Inherit;False;Property;_HeatUVMode;热扭曲UV模式;5;1;[Enum];Create;False;0;2;Local;0;Polar;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;389;324.2947,-3422.356;Inherit;False;Property;_HeatUSpeed;热扭曲U速度;8;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;390;325.2947,-3348.356;Inherit;False;Property;_HeatVSpeed;热扭曲V速度;9;0;Create;False;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;391;508.295,-3402.356;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;11;-119.5231,-3549.094;Inherit;False;0;9;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 Node;AmplifyShaderEditor.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;10;717.0538,-3553.435;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;13;780.6517,-3293.352;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;380;608.3538,-3219.178;Inherit;False;Constant;_HeatPowerLow;HeatPowerLow;34;0;Create;True;0;0;0;False;0;False;0.1;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;8;1464.769,-3474.655;Inherit;True;2;2;0;FLOAT4;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;252;1926.322,-3474.025;Inherit;False;ref;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;536;1049.022,-3196.334;Inherit;False;534;VertColor;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;514;-1060.539,-4610.631;Inherit;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;516;-919.7116,-4610.342;Inherit;False;DissolveColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;302;934.9297,-4726.648;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;303;1115.099,-4700.464;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;340;1260.146,-4698.932;Inherit;False;GlobalMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;542;-1720.171,-3258.031;Inherit;False;MaskTex;-1;True;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;192;-1395.333,-3635.979;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;519;-1421.778,-3538.126;Inherit;False;516;DissolveColor;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;379;-1156.87,-3636.501;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT3;0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;521;-1019.05,-3636.019;Inherit;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;245;-873.1058,-3635.909;Inherit;False;ScreenColor;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0 Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;333;-3085.665,-2636.571;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0 Node;AmplifyShaderEditor.FunctionNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;160;-3002.211,-2442.821;Inherit;False;Polar 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PublicKeyToken=null;543;-2299.034,-2164.566;Inherit;False;542;MaskTex;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;289;-1965.722,-2367.454;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;170;-2584.068,-2493.994;Inherit;False;Property;_RadialPower;放射强度;19;0;Create;False;0;0;0;False;0;False;0;0.496;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;-1115.486,-2406.978;Inherit;True;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;350;-897.2087,-2484.104;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;348;-1301.74,-2407.776;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;345;-1696.716,-2722.054;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;166;-1951.795,-2609.694;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;344;-1833.061,-2793.206;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;346;-1266.06,-2795.43;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;544;-1454.981,-2649.223;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;347;-1732.114,-2648.635;Inherit;False;Property;_BlackNWhite;黑白闪切换;14;0;Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;545;-1640.981,-2575.223;Inherit;False;410;custom1x;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;546;-1635.981,-2499.223;Inherit;False;Property;_BlackNWhiteSwitch;黑白闪切换方式;13;1;[Enum];Create;False;0;2;Material;0;Custom1x;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;540;-2114.773,-2225.501;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;341;-2296.892,-2241.47;Inherit;False;340;GlobalMask;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;342;-2489.812,-2217.76;Inherit;False;InstancedProperty;_RadiusMaskP;放射贴图通道;16;1;[Enum];Create;False;0;2;R;0;A;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;551;864.8352,-3059.688;Inherit;False;340;GlobalMask;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;550;866.8793,-2986.612;Inherit;False;542;MaskTex;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;552;1080.616,-3059.09;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;395;1314.831,-3365.835;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;359;1282.702,-3473.905;Inherit;False;355;GrabScreen;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;556;237.8893,-3185.689;Inherit;False;409;custom1y;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;555;418.8893,-3209.689;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;15;138.1779,-3265.998;Inherit;False;Property;_HeatPower;热扭曲强度;3;0;Create;False;0;0;0;False;0;False;0.01;0.02;0;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;557;237.8893,-3113.689;Inherit;False;Property;_HeatPowerMode;热扭曲强度模式;4;1;[Enum];Create;False;0;2;Material;0;Custom1y;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;406;2201.276,-2991.701;Inherit;False;Constant;_EmptyValue;EmptyValue;18;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;560;-385.3935,-2121.528;Inherit;False;Property;_ChromaPowerMode;色散强度模式;35;1;[Enum];Create;False;0;2;Material;0;Custom1w;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;563;-3251.215,-1425.729;Inherit;False;401;custom2x;1;0;OBJECT;;False;1;FLOAT;0 Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;561;-3065.215,-1449.729;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;562;-3288.215,-1353.729;Inherit;False;Property;_BlurPowerMode;径向模糊强度模式;31;1;[Enum];Create;False;0;2;Material;0;Custom2x;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;140;-368.7495,-2363.66;Inherit;False;98;BlurUV;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;261;1214.831,-2572.77;Inherit;False;260;heibai;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;246;1214.481,-2494.157;Inherit;False;245;ScreenColor;1;0;OBJECT;;False;1;FLOAT3;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;253;1218.2,-2733.23;Inherit;False;252;ref;1;0;OBJECT;;False;1;COLOR;0 Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;265;1218.083,-2654.561;Inherit;False;264;blur;1;0;OBJECT;;False;1;FLOAT4;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;151;-1578.511,-2358.297;Inherit;False;Property;_BlackNWhiteSoft;黑白过渡;12;0;Create;False;0;0;0;False;0;False;0.51;0.218;0.51;1;0;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;530;1681.504,-2283.323;Inherit;False;Property;_Keyword2;功能;0;0;Create;False;0;0;0;False;0;False;1;0;0;True;;Toggle;2;ref;radialblur;Reference;239;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 Node;AmplifyShaderEditor.Vector4Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;381;-343.7185,-3781.558;Inherit;False;Property;_HeatPolarSettings;热扭曲极坐标原点与偏移;7;0;Create;False;0;0;0;False;0;False;0.5,0.5,1,1;0,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;386;-98.44009,-3632.888;Inherit;False;Property;_HeatPolarCenterMode;热扭曲极坐标原点模式;6;1;[Enum];Create;False;0;2;Local;0;Global;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;541;-2299.654,-2085.466;Inherit;False;Property;_RadialMaskMode;放射线遮罩方式;20;1;[Enum];Create;False;0;2;Program;0;Texture;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;553;865.709,-2912.876;Inherit;False;Property;_HeatMaskMode;热扭曲遮罩模式;10;1;[Enum];Create;False;0;2;Program;0;Texture;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0 Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;349;-1109.783,-2612.462;Inherit;False;Property;_FlashColor;黑白闪颜色;11;2;[HDR];[Header];Create;False;1;BlackNWhite;0;0;False;0;False;1,1,1,0;0,0,0,0;True;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5 Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;304;830.1993,-4511.136;Inherit;False;Property;_ProgramMaskSoft;程序遮罩过渡;27;1;[Header];Create;False;1;ProgramMask;0;0;False;0;False;3.166892;1.39;0;10;0;1;FLOAT;0 Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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