Files
tools/Unity C++脚本/shader/Shaders/Soung_URP_PostFX_archieved.shader
2026-03-10 20:36:07 +08:00

1795 lines
137 KiB
GLSL

// 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
}
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Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;357;-3390.431,-3776.64;Inherit;False;355;GrabScreen;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;502;-1798.934,-4224.508;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;503;-2275.023,-4254.138;Inherit;False;Property;_DissolveEdgeColor;溶解边缘颜色;50;1;[HDR];Create;False;0;0;0;False;0;False;1,0.4109318,0,1;0,1.622214,4.924578,1;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;368;-3099.449,-3674.838;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, 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 Coordinates;-1;;10;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.PannerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;164;-2767.986,-2390.887;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;338;-2940.516,-2273.817;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.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;343;-2294.734,-2366.974;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;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, PublicKeyToken=null;425;2213.213,-3227.793;Inherit;False;Property;_CullingMode;剔除模式;1;2;[Header];[Enum];Create;False;1;Setting;0;1;UnityEngine.Rendering.CullMode;True;0;False;0;2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;407;2375.276,-2990.701;Inherit;False;Toggle0;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;534;2798.763,-3097.578;Inherit;False;VertColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;401;3248.705,-3426.672;Inherit;False;custom2x;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;402;3247.705,-3348.672;Inherit;False;custom2y;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;400;3001.705,-3363.672;Inherit;False;2;-1;4;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;409;2783.615,-3353.126;Inherit;False;custom1y;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;420;2785.615,-3200.126;Inherit;False;custom1w;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;558;-203.3935,-2200.528;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;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, PublicKeyToken=null;161;-2588.501,-2414.588;Inherit;True;Property;_RadialTex;放射线贴图;15;1;[NoScaleOffset];Create;False;0;0;0;False;0;False;-1;None;7bf48800b85943741b2498d093b8ed68;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;364;-3549.959,-1747.301;Inherit;False;Property;_BlurCenterMode;径向模糊原点模式;32;1;[Enum];Create;False;0;2;Local;0;Global;1;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;144;-3550.276,-1662.803;Inherit;False;Property;_BlurCenter;径向模糊原点;33;0;Create;False;0;0;0;False;0;False;0.5,0.5;0.5,0.5;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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, PublicKeyToken=null;109;-1345.126,-1544.159;Inherit;False;Property;_BlurDivission;径向模糊细分;30;0;Create;False;0;0;0;False;0;False;0;0;0;True;;KeywordEnum;3;4Blur;8Blur;12Blur;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;239;1676.602,-2642.766;Inherit;False;Property;_FunctionSwitcher;功能;0;0;Create;False;0;0;0;False;0;False;1;0;0;True;;KeywordEnum;5;Heat;Blur;BlackNWhite;Screen;Chroma;Create;True;True;All;9;1;COLOR;0,0,0,0;False;0;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;COLOR;0,0,0,0;False;5;COLOR;0,0,0,0;False;6;COLOR;0,0,0,0;False;7;COLOR;0,0,0,0;False;8;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;58;-3345.68,-1499.912;Inherit;False;Property;_BlurPower;径向模糊强度;29;1;[Header];Create;False;1;Blur;0;0;False;0;False;1;0.2;-1;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;141;-469.3832,-2278.684;Inherit;False;Property;_ChromaPower;色散强度;34;1;[Header];Create;False;1;Chroma;0;0;False;0;False;1;3.72;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;257;1214.625,-2414.461;Inherit;False;256;sesan;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;559;-387.3935,-2196.528;Inherit;False;420;custom1w;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;410;2784.615,-3427.126;Inherit;False;custom1x;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;260;-755.7106,-2483.595;Inherit;False;heibai;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;125;373.4547,-2696.409;Inherit;False;Global;_GrabScreen2;Grab Screen 2;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.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;966.6593,-2496.146;Inherit;False;sesan;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;-229.0204,-2693.382;Inherit;False;129;AfterBlurUV;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;98;-2735.122,-1546.141;Inherit;False;BlurUV;-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;336;-3086.516,-2291.817;Inherit;False;Property;_RadialUSpeed;放射U速度;17;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;337;-3086.516,-2212.818;Inherit;False;Property;_RadialVSpeed;放射V速度;18;0;Create;False;0;0;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;9;946.9955,-3388.61;Inherit;True;Property;_HeatTex;热扭曲贴图;2;1;[Header];Create;False;1;Heat;0;0;False;0;False;-1;None;None;True;0;False;black;Auto;True;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;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
Node;AmplifyShaderEditor.ScreenColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;47;1665.715,-3474.235;Inherit;False;Global;_GrabScreen1;Grab Screen 1;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;274;-2874.244,-2636.138;Inherit;False;Global;_GrabScreen16;Grab Screen 16;38;0;Create;True;0;0;0;False;0;False;Object;-1;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
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WireConnection;552;0;551;0
WireConnection;552;1;550;0
WireConnection;552;2;553;0
WireConnection;395;0;9;1
WireConnection;395;1;552;0
WireConnection;395;2;536;0
WireConnection;555;0;15;0
WireConnection;555;1;556;0
WireConnection;555;2;557;0
WireConnection;407;0;406;0
WireConnection;534;0;533;0
WireConnection;401;0;400;1
WireConnection;402;0;400;2
WireConnection;409;0;408;2
WireConnection;420;0;408;4
WireConnection;558;0;141;0
WireConnection;558;1;559;0
WireConnection;558;2;560;0
WireConnection;561;0;58;0
WireConnection;561;1;563;0
WireConnection;561;2;562;0
WireConnection;530;1;537;0
WireConnection;530;0;537;0
WireConnection;530;2;537;0
WireConnection;530;3;531;0
WireConnection;530;4;537;0
WireConnection;161;1;164;0
WireConnection;109;1;110;0
WireConnection;109;0;112;0
WireConnection;109;2;113;0
WireConnection;239;1;253;0
WireConnection;239;0;265;0
WireConnection;239;2;261;0
WireConnection;239;3;246;0
WireConnection;239;4;257;0
WireConnection;410;0;408;1
WireConnection;260;0;350;0
WireConnection;125;0;137;0
WireConnection;256;0;135;0
WireConnection;98;0;55;0
WireConnection;9;1;10;0
WireConnection;9;5;13;0
WireConnection;47;0;8;0
WireConnection;274;0;333;0
WireConnection;566;0;565;0
WireConnection;322;2;239;0
WireConnection;322;3;530;0
ASEEND*/
//CHKSM=3BF4A98E9B5EC76E1D0CA5EF710AE7CE8B2A40B1