%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!114 &11400000 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 78b2425a2284af743826c689403a4924, type: 3} m_Name: SRP Additional Light m_EditorClassIdentifier: m_functionInfo: "// Made with Amplify Shader Editor v1.9.7\n// Available at the Unity Asset Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=19700\nNode;AmplifyShaderEditor.CommentaryNode;217;-2384,-2720;Inherit;False;1216.846;399.0698;;6;32;231;216;215;182;214;Shadow Mask;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;74;-2384,-1632;Inherit;False;686.7183;284.0335;;3;73;76;183;Norm. Screen UV;0.02830189,0.02830189,0.02830189,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;53;-2384,-2192;Inherit;False;1141.001;424.3999;;7;12;9;4;10;2;11;185;World Normal;0.03773582,0.03773582,0.03773582,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;52;-2400,-1216;Inherit;False;686.7343;227.7169;;2;3;184;World Position;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;110;-896,800;Inherit;False;1314.099;1421.548;;13;162;160;16;159;131;15;161;170;164;14;18;169;163;Specular;0.06603771,0.06603771,0.06603771,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;111;-896,-1696;Inherit;False;1308.745;1105.061;;9;137;173;136;130;129;141;119;140;139;Lambert;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;112;-896,-464;Inherit;False;1314.889;1133.088;;9;167;171;152;151;150;153;146;145;144;HalfLambert;0,0,0,1;0;0\nNode;AmplifyShaderEditor.CommentaryNode;113;-896,-2720;Inherit;False;1312.265;898.0549;;8;122;175;120;121;138;115;116;114;Flat;0,0,0,1;0;0\nNode;AmplifyShaderEditor.StickyNoteNode;109;-896,-3472;Inherit;False;683.4534;503.7656;Notes Additional Directives ;;0,0,0,1;Unlit URP 10x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit URP 12x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$$Unlit URP 14x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit URP 15x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit URP 16x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$$Unlit URP 17x$#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS$#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS$#pragma multi_compile _ _FORWARD_PLUS$;0;0\nNode;AmplifyShaderEditor.GetLocalVarNode;114;-704,-2624;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;116;-736,-2528;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.GetLocalVarNode;115;-672,-2432;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;138;128,-2624;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;121;-256,-2624;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\tColor += light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t}$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask10x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;120;-256,-2528;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\tColor += light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;2;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask12x;False;False;0;;False;2;0;FLOAT3;0,0,0;False;1;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;175;-256,-2304;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor += Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT( light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask17x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;122;-256,-2432;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTFLAT(Light)\\$\t\tColor += Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT( light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTFLAT( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@$;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsFlatMask14x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;139;-672,-1312;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;140;-736,-1504;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;119;-704,-1600;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;141;-736,-1408;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;129;-256,-1600;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\t}$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;130;-256,-1472;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor +=LightingLambert(AttLightColor, light.direction, WorldNormal)@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;136;-256,-1344;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal )@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT( light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;173;-256,-1200;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTLAMBERT(Light)\\$\t\thalf3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@\\$\t\tColor += LightingLambert( AttLightColor, Light.direction, WorldNormal )@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT( light )@$\t\t}$\t}$\t#endif$\t$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTLAMBERT( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;137;128,-1600;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;163;-672,1424;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;169;-736,1536;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionInput;18;-672,1344;Inherit;False;Smoothness;1;4;False;1;0;FLOAT;0.5;False;1;FLOAT;0\nNode;AmplifyShaderEditor.FunctionInput;14;-672,1248;Inherit;False;Specular Color;3;3;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;164;-256,1328;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness + 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color * ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular( AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ), Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV = ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers = GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if USE_FORWARD_PLUS$for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR( light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask14x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;170;-256,1568;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\tSmoothness = exp2(10 * Smoothness + 1)@$\t$#define SUM_LIGHTSPECULAR(Light)\\$half3 AttLightColor = light.color * ( light.distanceAttenuation * light.shadowAttenuation )@\\$Color += LightingSpecular( AttLightColor, light.direction, WorldNormal, WorldView, half4( SpecColor, 0 ), Smoothness )@\t$$InputData inputData = (InputData)0@$inputData.normalizedScreenSpaceUV = ScreenUV@$inputData.positionWS = WorldPosition@$$uint meshRenderingLayers = GetMeshRenderingLayer()@\t$uint pixelLightCount = GetAdditionalLightsCount()@\t$$#if USE_FORWARD_PLUS$[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)${$FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$Light light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$$#ifdef _LIGHT_LAYERS$if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$#endif${$SUM_LIGHTSPECULAR( light )@$}$}$#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTSPECULAR( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;7;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask17x;False;False;0;;False;7;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;0.5;False;6;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;144;-704,-368;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;145;-736,-272;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;146;-672,-80;Inherit;False;183;ScreenUV;1;0;OBJECT;;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.GetLocalVarNode;153;-736,-176;Inherit;False;182;shadowMaskValue;1;0;OBJECT;;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;161;160,912;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionInput;15;-640,1120;Inherit;False;View Dir;3;2;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;131;-736,992;Inherit;False;185;worldNormalValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.GetLocalVarNode;159;-704,912;Inherit;False;184;worldPosValue;1;0;OBJECT;;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.ViewDirInputsCoordNode;16;-848,1120;Inherit;False;World;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;160;-256,912;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor += LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness)@\t$\t}$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask10x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;162;-256,1120;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tSmoothness = exp2(10 * Smoothness + 1)@$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor += LightingSpecular(AttLightColor, light.direction, WorldNormal, WorldView, half4(SpecColor, 0), Smoothness)@\t$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;6;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;WorldView;FLOAT3;0,0,0;In;;Float;False;True;SpecColor;FLOAT3;0,0,0;In;;Float;False;True;Smoothness;FLOAT;0.5;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsSpecularMask12x;False;False;0;;False;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT;0.5;False;5;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;150;-256,-368;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tfor (uint lightIndex = 0u@ lightIndex < lightCount@ ++lightIndex)$\t{$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor +=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\t}$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask10x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;151;-256,-240;Inherit;False;float3 Color = 0@$#ifdef _ADDITIONAL_LIGHTS$\tuint lightCount = GetAdditionalLightsCount()@$\tLIGHT_LOOP_BEGIN( lightCount )$\t\t#if ASE_SRP_VERSION >= 100000$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#else$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition)@$\t\t#endif$\t\thalf3 AttLightColor = light.color *(light.distanceAttenuation * light.shadowAttenuation)@$\t\tColor +=(dot(light.direction, WorldNormal)*0.5+0.5 )* AttLightColor@$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;3;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask12x;False;False;0;;False;3;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;152;-256,-112;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\tfor (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT( light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask14x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.CustomExpressionNode;171;-256,32;Inherit;False;float3 Color = 0@$#if defined(_ADDITIONAL_LIGHTS)$\t#define SUM_LIGHTHALFLAMBERT(Light)\\$\t\thalf3 AttLightColor = Light.color * ( Light.distanceAttenuation * Light.shadowAttenuation )@\\$\t\tColor += ( dot( Light.direction, WorldNormal ) * 0.5 + 0.5 )* AttLightColor@$$\tInputData inputData = (InputData)0@$\tinputData.normalizedScreenSpaceUV = ScreenUV@$\tinputData.positionWS = WorldPosition@$$\tuint meshRenderingLayers = GetMeshRenderingLayer()@$\tuint pixelLightCount = GetAdditionalLightsCount()@\t$$\t#if USE_FORWARD_PLUS$\t[loop] for (uint lightIndex = 0@ lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS)@ lightIndex++)$\t{$\t\tFORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK$$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT( light )@$\t\t}$\t}$\t#endif$$\tLIGHT_LOOP_BEGIN( pixelLightCount )$\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition, ShadowMask)@$\t\t#ifdef _LIGHT_LAYERS$\t\tif (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))$\t\t#endif$\t\t{$\t\t\tSUM_LIGHTHALFLAMBERT( light )@$\t\t}$\tLIGHT_LOOP_END$#endif$return Color@;3;Create;4;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;ScreenUV;FLOAT2;0,0;In;;Inherit;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;ShadowMask;FLOAT4;0,0,0,0;In;;Inherit;False;AdditionalLightsHalfLambertMask17x;False;False;0;;False;4;0;FLOAT3;0,0,0;False;1;FLOAT2;0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT4;0,0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;167;128,-368;Inherit;False;9;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT3;0,0,0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;185;-1472,-2144;Inherit;False;worldNormalValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;183;-1952,-1552;Inherit;False;ScreenUV;-1;True;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.SwitchBySRPVersionNode;214;-1904,-2656;Inherit;False;9;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0,0,0,0;False;2;FLOAT4;0,0,0,0;False;3;FLOAT4;0,0,0,0;False;4;FLOAT4;0,0,0,0;False;5;FLOAT4;0,0,0,0;False;6;FLOAT4;0,0,0,0;False;7;FLOAT4;0,0,0,0;False;8;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;182;-1424,-2656;Inherit;False;shadowMaskValue;-1;True;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;215;-2144,-2656;Half;False;#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$return SAMPLE_SHADOWMASK( LightmapUV.xy )@$#elif !defined (LIGHTMAP_ON)$return unity_ProbesOcclusion@$#else$return half4( 1, 1, 1, 1 )@$#endif;4;Create;1;True;LightmapUV;FLOAT2;0,0;In;;Inherit;False;Calculate Shadow Mask 10x;True;False;0;;False;1;0;FLOAT2;0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.CustomExpressionNode;216;-2144,-2560;Half;False;#if defined(SHADOWS_SHADOWMASK) && defined(LIGHTMAP_ON)$half4 shadowMask = inputData.shadowMask@$#elif !defined (LIGHTMAP_ON)$half4 shadowMask = unity_ProbesOcclusion@$#else$half4 shadowMask = half4(1, 1, 1, 1)@$#endif$$return shadowMask@$;4;Create;0;Calculate Shadow Mask;True;False;0;;False;0;1;FLOAT4;0\nNode;AmplifyShaderEditor.FunctionNode;231;-2352,-2656;Inherit;False;Lightmap UV;-1;;1;1940f027d0458684eb0ad486f669d7d5;1,1,0;0;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionInput;32;-1648,-2656;Inherit;False;Shadow Mask;4;5;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0\nNode;AmplifyShaderEditor.Vector3Node;10;-2352,-2144;Inherit;False;Constant;_Vector0;Vector 0;0;0;Create;True;0;0;0;False;0;False;0,0,1;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;11;-2000,-1984;Inherit;False;World Normal;3;1;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.SwizzleNode;76;-2112,-1552;Inherit;False;FLOAT2;0;1;2;3;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.FunctionSwitch;9;-1792,-2144;Inherit;False;Normal Space;False;0;2;1;Tangent Space;World Space;Object;-1;10;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;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;9;FLOAT;0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WorldNormalVector;4;-2208,-1984;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldNormalVector;12;-2000,-2144;Inherit;False;True;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.WorldPosInputsNode;3;-2352,-1168;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.ScreenPosInputsNode;73;-2336,-1552;Inherit;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4\nNode;AmplifyShaderEditor.FunctionInput;2;-2160,-2144;Inherit;False;Normal;3;0;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.RegisterLocalVarNode;184;-2128,-1168;Inherit;False;worldPosValue;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;232;768,880;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;234;704,944;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;191;752,928;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.Vector3Node;21;1440,-2480;Inherit;False;Constant;_Vector1;Vector 1;0;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionSwitchByPipeline;19;1696,-2624;Inherit;False;4;0;FLOAT3;0,0,0;False;3;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;218;1344,-2368;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.WireNode;230;1312,-2336;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0\nNode;AmplifyShaderEditor.FunctionSwitch;6;1408,-2624;Inherit;False;Lighting 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Shadow mask option only applied on SRP 10 or greater. Forward rendering only.' m_additionalIncludes: m_additionalIncludes: [] m_outsideIncludes: [] m_additionalPragmas: m_additionalPragmas: [] m_outsidePragmas: [] m_additionalDirectives: m_validData: 0 m_isDirty: 1 m_moduleName: ' Additional Directives' m_independentModule: 1 m_customEdited: 0 m_additionalDirectives: - {fileID: 0} - {fileID: 0} - {fileID: 0} - {fileID: 0} m_shaderFunctionDirectives: [] m_nativeDirectives: [] m_nativeDirectivesIndex: -1 m_nativeDirectivesFoldout: 0 m_directivesSaveItems: - LineType: 2 LineValue: multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS GUIDToggle: 0 GUIDValue: ShowConditionals: 1 VersionMin: 0 VersionMax: 0 Passes: Forward Origin: 2 - LineType: 2 LineValue: multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS GUIDToggle: 0 GUIDValue: ShowConditionals: 1 VersionMin: 0 VersionMax: 0 Passes: Forward Origin: 2 - LineType: 2 LineValue: multi_compile _ _FORWARD_PLUS GUIDToggle: 0 GUIDValue: ShowConditionals: 1 VersionMin: 140000 VersionMax: 0 Passes: Forward Origin: 2 - LineType: 2 LineValue: multi_compile _ _LIGHT_LAYERS GUIDToggle: 0 GUIDValue: ShowConditionals: 1 VersionMin: 140000 VersionMax: 0 Passes: Forward Origin: 2 m_nodeCategory: 3 m_headerStyle: 1 m_headerColor: {r: 1, g: 0.4, b: 0, a: 1} m_customNodeCategory: m_previewPosition: 0 m_hidden: 0 m_url: