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

780 lines
59 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_Radius"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[Header(Setting)][Enum(UnityEngine.Rendering.CullMode)] _CullingMode( "剔除模式", Float ) = 0
[Enum(Blur,0,BlurChroma,1)] _BlurOrChroma( "特效模式", Float ) = 0
[Header(Blur)] _BlurPower( "径向模糊强度", Range( -1, 2 ) ) = 1
_BlurCenter( "径向模糊原点", Vector ) = ( 0.5, 0.5, 0, 0 )
[Enum(Material,0,Custom2x,1)] _BlurPowerMode( "径向模糊强度模式", Float ) = 0
[KeywordEnum( 4Blur,8Blur,12Blur )] _BlurDivission( "径向模糊细分", Float ) = 0
[Header(Chroma)] _ChromaPower( "色散强度", Range( 0, 10 ) ) = 1
[Enum(Material,0,Custom1w,1)] _ChromaPowerMode( "色散强度模式", 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"="Grab" }
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 multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 140011
#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_COORDINATES2
#define ASE_NEEDS_TEXTURE_COORDINATES1
#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_texcoord2 : TEXCOORD2;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float2 _BlurCenter;
float _CullingMode;
float _BlurPower;
float _BlurPowerMode;
float _ChromaPower;
float _ChromaPowerMode;
float _BlurOrChroma;
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _CameraColorAttachmentA;
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 = input.ase_texcoord2;
output.ase_texcoord3 = input.ase_texcoord1;
output.ase_color = input.ase_color;
#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_texcoord2 : TEXCOORD2;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
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_texcoord2 = input.ase_texcoord2;
output.ase_texcoord1 = input.ase_texcoord1;
output.ase_color = input.ase_color;
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_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * 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;
#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 texCoord400 = input.ase_texcoord2;
texCoord400.xy = input.ase_texcoord2.xy * float2( 1,1 ) + float2( 0,0 );
float custom2x401 = texCoord400.x;
float lerpResult561 = lerp( _BlurPower , custom2x401 , _BlurPowerMode);
float4 temp_output_55_0 = ( ( ScreenPosNorm - float4( _BlurCenter, 0.0 , 0.0 ) ) * 0.01 * lerpResult561 );
float4 temp_output_78_0 = ( ScreenPosNorm - temp_output_55_0 );
float4 BlurUV98 = temp_output_55_0;
float4 temp_output_77_0 = ( temp_output_78_0 - BlurUV98 );
float4 temp_output_79_0 = ( temp_output_77_0 - BlurUV98 );
float4 temp_output_96_0 = ( temp_output_79_0 - BlurUV98 );
float4 temp_output_110_0 = ( tex2D( _CameraColorAttachmentA, temp_output_78_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_77_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_79_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_96_0.xy ) );
float4 temp_output_97_0 = ( temp_output_96_0 - BlurUV98 );
float4 temp_output_100_0 = ( temp_output_97_0 - BlurUV98 );
float4 temp_output_101_0 = ( temp_output_100_0 - BlurUV98 );
float4 temp_output_102_0 = ( temp_output_101_0 - BlurUV98 );
float4 temp_output_112_0 = ( temp_output_110_0 + ( tex2D( _CameraColorAttachmentA, temp_output_97_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_100_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_101_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_102_0.xy ) ) );
float4 temp_output_104_0 = ( temp_output_102_0 - BlurUV98 );
float4 temp_output_105_0 = ( temp_output_104_0 - BlurUV98 );
float4 temp_output_106_0 = ( temp_output_105_0 - BlurUV98 );
#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 + ( tex2D( _CameraColorAttachmentA, temp_output_104_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_105_0.xy ) + tex2D( _CameraColorAttachmentA, temp_output_106_0.xy ) + tex2D( _CameraColorAttachmentA, ( temp_output_106_0 - BlurUV98 ).xy ) ) );
#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;
float4 AfterBlurUV129 = temp_output_78_0;
float4 texCoord408 = input.ase_texcoord3;
texCoord408.xy = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
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 temp_output_138_0 = ( temp_output_137_0 - temp_output_139_0 );
float3 appendResult135 = (float3(tex2D( _CameraColorAttachmentA, temp_output_137_0.xy ).r , tex2D( _CameraColorAttachmentA, temp_output_138_0.xy ).g , tex2D( _CameraColorAttachmentA, ( temp_output_138_0 - temp_output_139_0 ).xy ).b));
float3 sesan256 = appendResult135;
float4 lerpResult594 = lerp( blur264 , float4( sesan256 , 0.0 ) , _BlurOrChroma);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult594.xyz;
float Alpha = input.ase_color.a;
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
}
}
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
/*ASEBEGIN
Version=19904
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;399;1007.271,-3704.486;Inherit;False;952;348;Comment;8;420;410;409;402;401;400;412;408;自定义顶点流;1,1,1,1;0;0
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;400;1491.362,-3596.032;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.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;123;-2868.766,-4605.829;Inherit;False;3823.569;2536.15;Radial Blur;22;264;120;122;121;116;109;115;119;118;117;98;78;579;55;58;144;562;561;563;56;51;365;径向模糊;1,0.9240343,0.6367924,1;0;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;401;1738.362,-3659.032;Inherit;False;custom2x;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;563;-2546.302,-4145.801;Inherit;False;401;custom2x;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;562;-2583.302,-4073.801;Inherit;False;Property;_BlurPowerMode;径向模糊强度模式;4;1;[Enum];Create;False;0;2;Material;0;Custom2x;1;0;False;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;144;-2845.362,-4382.874;Inherit;False;Property;_BlurCenter;径向模糊原点;3;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;58;-2640.767,-4219.983;Inherit;False;Property;_BlurPower;径向模糊强度;2;1;[Header];Create;False;1;Blur;0;0;False;0;False;1;0.2;-1;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;-1821.762,-4535.421;Inherit;False;1583.389;2446.49;采样12次;30;113;112;114;111;110;570;107;106;105;104;102;101;100;97;79;96;77;99;593;592;591;590;584;582;580;577;575;572;571;129;径向模糊采样;1,1,1,1;0;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;51;-2377.768,-4406.982;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;-2374.769,-4308.984;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.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;561;-2360.302,-4169.801;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;98;-2049.359,-4269.759;Inherit;False;BlurUV;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;55;-2221.482,-4333.046;Inherit;False;3;3;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.ScreenPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;579;-2592.223,-4492.61;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;408;1020.272,-3598.486;Inherit;False;1;-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.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;-1722.001,-3608.443;Inherit;False;98;BlurUV;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;-1468.956,-3667.409;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;-1424.085,-3474.922;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;-1392.301,-3277.403;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;-1369.927,-3091.869;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;-1346.114,-2886.264;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;-1345.599,-2686.662;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;-1345.436,-2476.374;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;-1317.685,-2275.763;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;-155.0763,-4488.372;Inherit;False;1774.337;679.0127;Chroma;15;256;135;142;605;601;598;138;137;130;139;140;558;559;141;560;+色散;0.9556332,0.740566,1,1;0;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;420;1275.272,-3432.486;Inherit;False;custom1w;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;-2047.416,-4492.509;Inherit;True;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;582;-1165.121,-3303.208;Inherit;True;Property;_TextureSample6;Texture Sample 1;8;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;-1683.174,-4248.15;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;-1538.116,-3862.115;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;-1604.234,-4052.227;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;593;-1150.573,-2294.162;Inherit;True;Property;_TextureSample11;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;592;-1156.433,-2502.107;Inherit;True;Property;_TextureSample10;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;591;-1143.636,-2710.052;Inherit;True;Property;_TextureSample9;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;590;-1153.234,-2911.599;Inherit;True;Property;_TextureSample8;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;584;-1164.454,-3112.509;Inherit;True;Property;_TextureSample7;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;580;-1160.971,-3496.316;Inherit;True;Property;_TextureSample5;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;577;-1161.841,-3690.644;Inherit;True;Property;_TextureSample4;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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;560;-37.23981,-3998.155;Inherit;False;Property;_ChromaPowerMode;色散强度模式;7;1;[Enum];Create;False;0;2;Material;0;Custom1w;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;141;-134.2289,-4143.31;Inherit;False;Property;_ChromaPower;色散强度;6;1;[Header];Create;False;1;Chroma;0;0;False;0;False;1;3.72;0;10;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;559;-39.23981,-4070.154;Inherit;False;420;custom1w;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;111;-655.2737,-3448.529;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;-652.6542,-2538.576;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;575;-1163.229,-3883.544;Inherit;True;Property;_TextureSample3;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;572;-1162.448,-4076.616;Inherit;True;Property;_TextureSample2;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;571;-1164.481,-4271.13;Inherit;True;Property;_TextureSample1;Texture Sample 1;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;570;-1158.286,-4493.94;Inherit;True;Global;_CameraColorAttachmentA;_CameraColorAttachmentA;8;1;[HideInInspector];Create;True;0;0;0;True;0;False;-1;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.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;558;134.7599,-4094.154;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;140;-35.59576,-4218.285;Inherit;False;98;BlurUV;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;129;-1805.114,-4492.427;Inherit;False;AfterBlurUV;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;110;-714.6857,-4263.362;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;112;-515.8807,-3679.933;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;113;-405.0478,-2726.277;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;117;-137.4642,-3515.751;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;-137.1201,-3439.808;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.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;119;-136.4783,-3365.774;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.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;139;278.4887,-4218.607;Inherit;False;2;2;0;FLOAT4;0,0,0,0;False;1;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;130;266.7139,-4412.792;Inherit;False;129;AfterBlurUV;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;109;-199.1161,-3637.991;Inherit;False;Property;_BlurDivission;径向模糊细分;5;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;116;15.1711,-3464.572;Inherit;False;Property;;;5;0;Create;True;0;0;0;False;0;False;0;0;0;True;;Toggle;2;4Blur;8Blur;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.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;137;458.9403,-4412.816;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;138;587.4817,-4240.776;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;142;709.4379,-4009.74;Inherit;False;2;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;115;242.5609,-3636.378;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;380.0628,-3636.516;Inherit;False;True;True;True;False;1;0;COLOR;0,0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;122;443.5662,-3558.765;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;598;866.1603,-4439.181;Inherit;True;Property;_TextureSample0;Texture Sample 0;8;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;601;864.1648,-4231.389;Inherit;True;Property;_TextureSample12;Texture Sample 0;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;605;863.958,-4021.44;Inherit;True;Property;_TextureSample13;Texture Sample 0;8;1;[HideInInspector];Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;570;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.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;135;1261.967,-4183.353;Inherit;False;FLOAT3;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;120;597.3049,-3636.919;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.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;256;1407.26,-4182.935;Inherit;False;sesan;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;264;741.7109,-3637.514;Inherit;False;blur;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;421;1713.845,-3259.709;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;257;1179.485,-3075.49;Inherit;False;256;sesan;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;265;1178.759,-3151.817;Inherit;False;264;blur;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;595;1210.096,-3000.356;Inherit;False;Property;_BlurOrChroma;特效模式;1;1;[Enum];Create;False;0;2;Blur;0;BlurChroma;1;0;True;0;False;0;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;402;1737.362,-3581.032;Inherit;False;custom2y;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;412;1275.272,-3509.486;Inherit;False;custom1z;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;425;1736.023,-3205.597;Inherit;False;Property;_CullingMode;剔除模式;0;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;409;1273.272,-3585.486;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;410;1274.272,-3659.486;Inherit;False;custom1x;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;594;1439.853,-3100.987;Inherit;True;3;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT;0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.VertexColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;533;1493.919,-2882.692;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;323;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;324;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;True;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;325;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;326;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;327;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;328;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;329;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;330;5121.638,1378.331;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;321;1329.524,-2514.272;Float;False;False;-1;3;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;322;1711.056,-3100.57;Float;False;True;-1;3;;0;13;Soung/Post/ScreenFX_Radius;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;True;True;0;True;_CullingMode;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;True;True;2;5;False;;10;False;;0;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;2;False;;True;3;False;;True;False;0;False;;0;False;;True;1;LightMode=Grab;False;False;0;;0;0;Standard;27;Surface;1;638786581663575459; Keep Alpha;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;0;638786581677440187; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;0;638786581681993037;Receive Shadows;0;638786581685379101;Receive SSAO;0;638977575662046066;GPU Instancing;1;638977575664855854;LOD CrossFade;0;638786581693938962;Built-in Fog;0;638786581691455043;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;0;10;False;True;False;False;False;False;False;False;False;False;False;;False;0
WireConnection;401;0;400;1
WireConnection;51;0;579;0
WireConnection;51;1;144;0
WireConnection;561;0;58;0
WireConnection;561;1;563;0
WireConnection;561;2;562;0
WireConnection;98;0;55;0
WireConnection;55;0;51;0
WireConnection;55;1;56;0
WireConnection;55;2;561;0
WireConnection;97;0;96;0
WireConnection;97;1;99;0
WireConnection;100;0;97;0
WireConnection;100;1;99;0
WireConnection;101;0;100;0
WireConnection;101;1;99;0
WireConnection;102;0;101;0
WireConnection;102;1;99;0
WireConnection;104;0;102;0
WireConnection;104;1;99;0
WireConnection;105;0;104;0
WireConnection;105;1;99;0
WireConnection;106;0;105;0
WireConnection;106;1;99;0
WireConnection;107;0;106;0
WireConnection;107;1;99;0
WireConnection;420;0;408;4
WireConnection;78;0;579;0
WireConnection;78;1;55;0
WireConnection;582;1;101;0
WireConnection;77;0;78;0
WireConnection;77;1;99;0
WireConnection;96;0;79;0
WireConnection;96;1;99;0
WireConnection;79;0;77;0
WireConnection;79;1;99;0
WireConnection;593;1;107;0
WireConnection;592;1;106;0
WireConnection;591;1;105;0
WireConnection;590;1;104;0
WireConnection;584;1;102;0
WireConnection;580;1;100;0
WireConnection;577;1;97;0
WireConnection;111;0;577;0
WireConnection;111;1;580;0
WireConnection;111;2;582;0
WireConnection;111;3;584;0
WireConnection;114;0;590;0
WireConnection;114;1;591;0
WireConnection;114;2;592;0
WireConnection;114;3;593;0
WireConnection;575;1;96;0
WireConnection;572;1;79;0
WireConnection;571;1;77;0
WireConnection;570;1;78;0
WireConnection;558;0;141;0
WireConnection;558;1;559;0
WireConnection;558;2;560;0
WireConnection;129;0;78;0
WireConnection;110;0;570;0
WireConnection;110;1;571;0
WireConnection;110;2;572;0
WireConnection;110;3;575;0
WireConnection;112;0;110;0
WireConnection;112;1;111;0
WireConnection;113;0;112;0
WireConnection;113;1;114;0
WireConnection;139;0;140;0
WireConnection;139;1;558;0
WireConnection;109;1;110;0
WireConnection;109;0;112;0
WireConnection;109;2;113;0
WireConnection;116;1;117;0
WireConnection;116;0;118;0
WireConnection;116;2;119;0
WireConnection;137;0;130;0
WireConnection;137;1;139;0
WireConnection;138;0;137;0
WireConnection;138;1;139;0
WireConnection;142;0;138;0
WireConnection;142;1;139;0
WireConnection;115;0;109;0
WireConnection;115;1;116;0
WireConnection;121;0;115;0
WireConnection;598;1;137;0
WireConnection;601;1;138;0
WireConnection;605;1;142;0
WireConnection;135;0;598;1
WireConnection;135;1;601;2
WireConnection;135;2;605;3
WireConnection;120;0;121;0
WireConnection;120;3;122;0
WireConnection;256;0;135;0
WireConnection;264;0;120;0
WireConnection;402;0;400;2
WireConnection;412;0;408;3
WireConnection;409;0;408;2
WireConnection;410;0;408;1
WireConnection;594;0;265;0
WireConnection;594;1;257;0
WireConnection;594;2;595;0
WireConnection;322;2;594;0
WireConnection;322;3;533;4
ASEEND*/
//CHKSM=1BC366F125C91B5D1EAA7252ECF74C94CAEE2221