先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
199 lines
9.4 KiB
Plaintext
199 lines
9.4 KiB
Plaintext
// Made with Amplify Shader Editor v1.9.1.5
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Dong/fx_ui_common_uv"
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{
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Properties
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{
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
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_Color ("Tint", Color) = (1,1,1,1)
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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_UV_Color("UV_Color", Color) = (1,1,1,1)
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_Uv_Tex("Uv_Tex", 2D) = "black" {}
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_UV_speed("UV_speed", Vector) = (0,0,0,0)
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_Turb_Tex("Turb_Tex", 2D) = "white" {}
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_Turb_speed("Turb_speed", Vector) = (0,0,0,0)
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_Turb_Scale("Turb_Scale", Float) = 0
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_Mask("Mask", 2D) = "white" {}
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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}
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SubShader
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{
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LOD 0
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Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" }
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Stencil
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{
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Ref [_Stencil]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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Comp [_StencilComp]
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Pass [_StencilOp]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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Name "Default"
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 3.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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#include "UnityShaderVariables.cginc"
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#define ASE_NEEDS_FRAG_COLOR
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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half2 texcoord : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform fixed4 _Color;
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uniform fixed4 _TextureSampleAdd;
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uniform float4 _ClipRect;
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uniform sampler2D _MainTex;
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uniform float4 _MainTex_ST;
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uniform sampler2D _Uv_Tex;
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uniform float2 _UV_speed;
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uniform float4 _Uv_Tex_ST;
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uniform sampler2D _Turb_Tex;
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uniform float2 _Turb_speed;
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uniform float4 _Turb_Tex_ST;
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uniform float _Turb_Scale;
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uniform float4 _UV_Color;
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uniform sampler2D _Mask;
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uniform float4 _Mask_ST;
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v2f vert( appdata_t IN )
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID( IN );
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
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OUT.worldPosition = IN.vertex;
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OUT.worldPosition.xyz += float3( 0, 0, 0 ) ;
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OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
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OUT.texcoord = IN.texcoord;
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OUT.color = IN.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN ) : SV_Target
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{
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float2 uv_MainTex = IN.texcoord.xy * _MainTex_ST.xy + _MainTex_ST.zw;
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float4 tex2DNode160 = tex2D( _MainTex, uv_MainTex );
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float2 uv_Uv_Tex = IN.texcoord.xy * _Uv_Tex_ST.xy + _Uv_Tex_ST.zw;
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float2 panner173 = ( 1.0 * _Time.y * _UV_speed + uv_Uv_Tex);
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float2 uv_Turb_Tex = IN.texcoord.xy * _Turb_Tex_ST.xy + _Turb_Tex_ST.zw;
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float2 panner167 = ( 1.0 * _Time.y * _Turb_speed + uv_Turb_Tex);
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float4 lerpResult170 = lerp( float4( panner173, 0.0 , 0.0 ) , tex2D( _Turb_Tex, panner167 ) , _Turb_Scale);
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float2 uv_Mask = IN.texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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half4 color = ( ( tex2DNode160 + ( tex2D( _Uv_Tex, lerpResult170.rg ) * _UV_Color * tex2DNode160.a * tex2D( _Mask, uv_Mask ).a ) ) * IN.color );
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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CustomEditor "ASEMaterialInspector"
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Fallback Off
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}
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/*ASEBEGIN
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Version=19105
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Node;AmplifyShaderEditor.PannerNode;167;658.0468,670.016;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.PannerNode;173;801.3088,478.9993;Inherit;False;3;0;FLOAT2;0,0;False;2;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT2;0
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Node;AmplifyShaderEditor.SamplerNode;168;879.4519,638.1796;Inherit;True;Property;_Turb_Tex;Turb_Tex;3;0;Create;True;0;0;0;False;0;False;-1;None;None;True;1;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TextureCoordinatesNode;165;362.8394,628.0498;Inherit;False;0;168;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
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Node;AmplifyShaderEditor.Vector2Node;172;556.7503,505.047;Inherit;False;Property;_UV_speed;UV_speed;2;0;Create;True;0;0;0;False;0;False;0,0;0,-1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.TextureCoordinatesNode;171;497.4191,376.2556;Inherit;False;0;174;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
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Node;AmplifyShaderEditor.LerpOp;170;1269.056,567.4575;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;160;1432.794,282.2798;Inherit;True;Property;_TextureSample0;Texture Sample 0;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.TemplateShaderPropertyNode;156;1115.533,282.9803;Inherit;False;0;0;_MainTex;Shader;True;0;5;SAMPLER2D;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;179;1891.404,482.0449;Inherit;True;4;4;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SamplerNode;174;1446.628,533.7538;Inherit;True;Property;_Uv_Tex;Uv_Tex;1;0;Create;True;0;0;0;False;0;False;-1;None;24d73a0978aa8264d8d2eafb48f370bb;True;1;False;black;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;169;972.0662,872.6088;Float;False;Property;_Turb_Scale;Turb_Scale;5;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.Vector2Node;176;365.7336,806.0428;Inherit;False;Property;_Turb_speed;Turb_speed;4;0;Create;True;0;0;0;False;0;False;0,0;1,1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
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Node;AmplifyShaderEditor.ColorNode;178;1518.902,760.8893;Inherit;False;Property;_UV_Color;UV_Color;0;0;Create;True;0;0;0;False;0;False;1,1,1,1;1,1,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SimpleAddOpNode;180;2149.261,412.0588;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;181;2409.778,412.4875;Inherit;True;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;35;2683.189,408.5027;Float;False;True;-1;2;ASEMaterialInspector;0;3;Dong/fx_ui_common_uv;5056123faa0c79b47ab6ad7e8bf059a4;True;Default;0;0;Default;2;False;True;2;5;False;;10;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;True;True;True;True;True;0;True;_ColorMask;False;False;False;False;False;False;False;True;True;0;True;_Stencil;255;True;_StencilReadMask;255;True;_StencilWriteMask;0;True;_StencilComp;0;True;_StencilOp;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;2;False;;True;0;True;unity_GUIZTestMode;False;True;5;Queue=Transparent=Queue=0;IgnoreProjector=True;RenderType=Transparent=RenderType;PreviewType=Plane;CanUseSpriteAtlas=True;False;False;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;False;False;False;False;True;2;False;0;;0;0;Standard;0;0;1;True;False;;False;0
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Node;AmplifyShaderEditor.VertexColorNode;159;2182.854,726.6341;Inherit;False;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;182;1477.837,1100.203;Inherit;True;Property;_Mask;Mask;6;0;Create;True;0;0;0;False;0;False;-1;None;b2c1dcabded16bc4d8afd6d280cbfdce;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;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;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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WireConnection;167;0;165;0
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WireConnection;167;2;176;0
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WireConnection;173;0;171;0
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WireConnection;173;2;172;0
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WireConnection;168;1;167;0
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WireConnection;170;0;173;0
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WireConnection;170;1;168;0
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WireConnection;170;2;169;0
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WireConnection;160;0;156;0
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WireConnection;179;0;174;0
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WireConnection;179;1;178;0
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WireConnection;179;2;160;4
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WireConnection;179;3;182;4
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WireConnection;174;1;170;0
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WireConnection;180;0;160;0
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WireConnection;180;1;179;0
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WireConnection;181;0;180;0
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WireConnection;181;1;159;0
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WireConnection;35;0;181;0
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ASEEND*/
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//CHKSM=AFFAF5F0764D2D2192EACF578654D2BF05D96FED |