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							- 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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