207 lines
7.5 KiB
Plaintext
207 lines
7.5 KiB
Plaintext
Shader "NLD_URP/NLD_Scene_Transparent"
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{
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//目前效果还有问题,可能需要新加pass写入深度一次
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Properties
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{
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[Header(Main map)]
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_MainTex ("MainTex", 2D) = "white" {}
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_Color("Base Tint", color) = (1,1,1,1)
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_ShadowIntensity("阴影强度",Range(0,1)) = 1
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_AmbientMultiplier("环境光强度",Range(0,2)) = 1
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}
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SubShader
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{
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Tags
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{
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"RenderType" = "Transparent" "RenderPipeline" = "UniversalPipeline" "IgnoreProjector" = "True" "Queue" = "Transparent"
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}
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pass
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{
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name "Base"
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Tags
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{
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"LightMode" = "UniversalForward"
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}
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Cull Back
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ZWrite Off
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ZTest On
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Blend SrcAlpha OneMinusSrcAlpha
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile_instancing
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/GlobalIllumination.hlsl"
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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half4 _MainTex_ST;
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half4 _Color;
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half4 _BaseColorBottom;
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half4 _BaseColorTop;
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half _ShadowIntensity;
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half _AmbientMultiplier;
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struct Attributes
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{
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float3 positionOS : POSITION;
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float3 normalOS : NORMAL;
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// float4 tangentOS : TANGENT;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float2 uv : TEXCOORD0;
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float3 normalWS : TEXCOORD1;
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float3 positionWS : TEXCOORD2;
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float4 positionCS : SV_POSITION;
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float4 shadowCoord : TEXCOORD3;
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};
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Varyings vert(Attributes input)
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{
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Varyings output;
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UNITY_SETUP_INSTANCE_ID(input);
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VertexPositionInputs positionInputs = GetVertexPositionInputs(input.positionOS);
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output.positionWS = positionInputs.positionWS;
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output.positionCS = positionInputs.positionCS;
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VertexNormalInputs vertexNormalInput = GetVertexNormalInputs(input.normalOS);
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output.normalWS = vertexNormalInput.normalWS;
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output.uv = TRANSFORM_TEX(input.texcoord, _MainTex);
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output.shadowCoord = GetShadowCoord(positionInputs);
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return output;
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}
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float4 frag(Varyings input) : SV_Target
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{
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#if _MAIN_LIGHT_SHADOWS || _MAIN_LIGHT_SHADOWS_CASCADE
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Light mainLight = GetMainLight(input.shadowCoord);
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#else
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Light mainLight = GetMainLight();
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#endif
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float3 N = normalize(input.normalWS);
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float3 L = normalize(mainLight.direction);
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half4 baseColor = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
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half4 albedo = baseColor * _Color;
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half3 mainLightColor = mainLight.color.rgb;
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//漫反射
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half3 diffuse = saturate(dot(N, L)) * albedo * mainLightColor;
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diffuse *= lerp(1, mainLight.shadowAttenuation, _ShadowIntensity);
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//全局光照,目前只有环境光提供的部分
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//参考URP内置SimpleLit,直接采样球谐函数
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//没有考虑环境光遮蔽,光照贴图等,此计算方式目前正确,但不敢保证后续不会出错
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//如果没有该部分光照,由于没有光照探针和光照贴图提供的间接光照,模型背光面会很黑,所以这部分是用来弥补间接光照的
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half3 gi = SampleSH(input.normalWS) * albedo * _AmbientMultiplier;
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half3 finalColor = diffuse + gi;
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float4 col = float4(finalColor, albedo.a);
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return col;
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}
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ENDHLSL
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}
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// Pass
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// {
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// Name "ShadowCaster"
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// Tags
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// {
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// "LightMode" = "ShadowCaster"
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// }
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//
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// ZWrite On
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// ColorMask 0
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//
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// HLSLPROGRAM
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// #pragma vertex ShadowPassVertex
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// #pragma fragment ShadowPassFragment
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// #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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// #pragma multi_compile_instancing
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// #pragma shader_feature _ALPHA_TEST_ON
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//
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// // -------------------------------------
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// // Universal Pipeline keywords
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//
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// // This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
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// #pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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// #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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//
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// float3 _LightDirection;
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// float3 _LightPosition;
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// TEXTURE2D(_MainTex);
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// SAMPLER(sampler_MainTex);
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// half4 _MainTex_ST;
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// half _CutOff;
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//
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// struct AttributesLean
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// {
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// float4 position : POSITION;
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// float3 normalOS : NORMAL;
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// float2 texcoord : TEXCOORD0;
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// UNITY_VERTEX_INPUT_INSTANCE_ID
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// };
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//
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// struct VaryingsLean
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// {
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// float4 clipPos : SV_POSITION;
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// float2 texcoord : TEXCOORD0;
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// UNITY_VERTEX_OUTPUT_STEREO
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// };
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//
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// VaryingsLean ShadowPassVertex(AttributesLean v)
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// {
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// VaryingsLean o = (VaryingsLean)0;
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// UNITY_SETUP_INSTANCE_ID(v);
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// float3 positionWS = TransformObjectToWorld(v.position.xyz);
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// float3 normalWS = TransformObjectToWorldNormal(v.normalOS);
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//
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// #if _CASTING_PUNCTUAL_LIGHT_SHADOW
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// float3 lightDirectionWS = normalize(_LightPosition - positionWS);
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// #else
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// float3 lightDirectionWS = _LightDirection;
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// #endif
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//
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// float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
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//
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// #if UNITY_REVERSED_Z
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// clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
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// #else
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// clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
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// #endif
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//
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// o.clipPos = clipPos;
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//
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// o.texcoord = v.texcoord;
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//
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// return o;
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// }
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//
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// half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET
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// {
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// float4 texcol = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, IN.texcoord);
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// #if _ALPHA_TEST_ON
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// clip(texcol.a - _CutOff);
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// #endif
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// return 0;
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// }
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// ENDHLSL
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// }
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}
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Fallback "VertexLit"
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} |