| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101 | void VertShader(inout appdata_full v, out Input data){	v.vertex.x += _VertexOffsetX;	v.vertex.y += _VertexOffsetY;	UNITY_INITIALIZE_OUTPUT(Input, data);	float bold = step(v.texcoord1.y, 0);	// Generate normal for backface	float3 view = ObjSpaceViewDir(v.vertex);	v.normal *= sign(dot(v.normal, view));#if USE_DERIVATIVE	data.param.y = 1;#else	float4 vert = v.vertex;	float4 vPosition = UnityObjectToClipPos(vert);	float2 pixelSize = vPosition.w;	pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);	float scale = rsqrt(dot(pixelSize, pixelSize));	scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);	scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));	data.param.y = scale;#endif	data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 	v.texcoord1.xy = UnpackUV(v.texcoord1.x);	data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));}void PixShader(Input input, inout SurfaceOutput o){#if USE_DERIVATIVE	float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));	pixelSize *= _TextureWidth * .75;	float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);#else	float scale = input.param.y;#endif	// Signed distance	float c = tex2D(_MainTex, input.uv_MainTex).a;	float sd = (.5 - c - input.param.x) * scale + .5;	float outline = _OutlineWidth*_ScaleRatioA * scale;	float softness = _OutlineSoftness*_ScaleRatioA * scale;	// Color & Alpha	float4 faceColor = _FaceColor;	float4 outlineColor = _OutlineColor;	faceColor *= input.color;	outlineColor.a *= input.color.a;	faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));	outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));	faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);	faceColor.rgb /= max(faceColor.a, 0.0001);#if BEVEL_ON	float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);	float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,					tex2D(_MainTex, input.uv_MainTex + delta.xz).a,					tex2D(_MainTex, input.uv_MainTex - delta.zy).a,					tex2D(_MainTex, input.uv_MainTex + delta.zy).a };	// Face Normal	float3 n = GetSurfaceNormal(smp4x, input.param.x);	// Bumpmap	float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;	bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));	bump = lerp(float3(0, 0, 1), bump, faceColor.a);	n = normalize(n - bump);	// Cubemap reflection	fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));	float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;#else	float3 n = float3(0, 0, -1);	float3 emission = float3(0, 0, 0);#endif	#if GLOW_ON	float4 glowColor = GetGlowColor(sd, scale);	glowColor.a *= input.color.a;	emission += glowColor.rgb*glowColor.a;	faceColor = BlendARGB(glowColor, faceColor);	faceColor.rgb /= max(faceColor.a, 0.0001);#endif	// Set Standard output structure	o.Albedo = faceColor.rgb;	o.Normal = -n;	o.Emission = emission;	o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));	o.Gloss = 1;	o.Alpha = faceColor.a;}
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