add some extra assets FX and SFX
This commit is contained in:
@@ -1,80 +1,162 @@
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Shader "Custom/Transparent Diffuse Stipple" {
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Properties {
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_MainTex("Base (RGB)", 2D) = "white" { }
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_Color("Main Color", Color) = (1, 1, 1, 1)
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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Shader "Custom/URP/TransparentDiffuseStipple"
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{
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Properties
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{
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_BaseMap("Base Map", 2D) = "white" {}
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_BaseColor("Main Color", Color) = (1,1,1,1)
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_BumpMap ("Normalmap", 2D) = "bump" {}
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_Metallic("Metallic", Range(0,1)) = 0
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_Smoothness("Smoothness", Range(0,1)) = 0.5
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_TransparentAmount("Transparent Amount", Float) = 1
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_StippleSize("Stipple Size", Float) = 1
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}
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_BumpMap("Normal Map", 2D) = "bump" {}
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SubShader {
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Tags { "RenderType"="Opaque" }
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LOD 200
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Cull Off
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_TransparentAmount("Transparent Amount", Range(0,1)) = 1
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_StippleSize("Stipple Size", Float) = 1
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}
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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SubShader
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{
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Tags
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{
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"RenderPipeline"="UniversalRenderPipeline"
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"RenderType"="Opaque"
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"Queue"="AlphaTest"
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}
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#pragma target 3.0
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Cull Off
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float _TransparentAmount;
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Pass
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{
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Name "ForwardLit"
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Tags { "LightMode"="UniversalForward" }
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sampler2D _MainTex;
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HLSLPROGRAM
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fixed4 _Color;
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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 _ _ADDITIONAL_LIGHTS
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sampler2D _BumpMap;
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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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float _StippleSize;
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float2 uv : TEXCOORD0;
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};
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half _Glossiness;
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half _Metallic;
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struct Varyings
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{
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float4 positionHCS : SV_POSITION;
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float2 uv : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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float3 normalWS : TEXCOORD2;
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float3 tangentWS : TEXCOORD3;
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float3 bitangentWS : TEXCOORD4;
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float4 screenPos : TEXCOORD5;
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};
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static const float4x4 kThresholdMatrix = {
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1.0 / 17.0, 9.0 / 17.0, 3.0 / 17.0, 11.0 / 17.0,
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13.0 / 17.0, 5.0 / 17.0, 15.0 / 17.0, 7.0 / 17.0,
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4.0 / 17.0, 12.0 / 17.0, 2.0 / 17.0, 10.0 / 17.0,
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16.0 / 17.0, 8.0 / 17.0, 14.0 / 17.0, 6.0 / 17.0
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};
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TEXTURE2D(_BaseMap);
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SAMPLER(sampler_BaseMap);
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static const float4x4 kKernelMatrix = {
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1
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};
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TEXTURE2D(_BumpMap);
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SAMPLER(sampler_BumpMap);
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struct Input {
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float2 uv_MainTex;
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float4 screenPos;
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float3 worldPos;
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float2 uv_BumpMap;
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseColor;
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float _Metallic;
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float _Smoothness;
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float _TransparentAmount;
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float _StippleSize;
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CBUFFER_END
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void surf (Input IN, inout SurfaceOutputStandard o) {
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex)* _Color;
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o.Albedo = c.rgb;
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o.Alpha = c.a;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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static const float4x4 kThresholdMatrix = {
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1.0/17.0, 9.0/17.0, 3.0/17.0, 11.0/17.0,
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13.0/17.0, 5.0/17.0, 15.0/17.0, 7.0/17.0,
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4.0/17.0, 12.0/17.0, 2.0/17.0, 10.0/17.0,
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16.0/17.0, 8.0/17.0, 14.0/17.0, 6.0/17.0
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};
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o.Normal = UnpackNormal (tex2D (_BumpMap, IN.uv_BumpMap));
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Varyings vert(Attributes IN)
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{
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Varyings OUT;
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// Unproject the screen pixel coordiante
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float2 pos = IN.screenPos.xy / IN.screenPos.w;
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pos *= _ScreenParams.xy * _StippleSize;
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OUT.positionWS = TransformObjectToWorld(IN.positionOS.xyz);
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OUT.positionHCS = TransformWorldToHClip(OUT.positionWS);
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OUT.uv = IN.uv;
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// Clip pixel within [start, end] distance from camera
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float interpDist = _TransparentAmount;
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OUT.normalWS = TransformObjectToWorldNormal(IN.normalOS);
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OUT.tangentWS = TransformObjectToWorldDir(IN.tangentOS.xyz);
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OUT.bitangentWS = cross(OUT.normalWS, OUT.tangentWS) * IN.tangentOS.w;
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clip(interpDist - kThresholdMatrix[fmod(pos.x, 4)] * kKernelMatrix[fmod(pos.y, 4)]);
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}
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OUT.screenPos = ComputeScreenPos(OUT.positionHCS);
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ENDCG
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}
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FallBack "Diffuse"
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}
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return OUT;
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}
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half4 frag(Varyings IN) : SV_Target
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{
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float4 baseMap = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv);
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float3 albedo = baseMap.rgb * _BaseColor.rgb;
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float alpha = baseMap.a * _BaseColor.a;
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float3 normalTS = UnpackNormal(
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SAMPLE_TEXTURE2D(_BumpMap, sampler_BumpMap, IN.uv)
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);
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float3x3 TBN = float3x3(
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normalize(IN.tangentWS),
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normalize(IN.bitangentWS),
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normalize(IN.normalWS)
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);
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float3 normalWS = normalize(mul(normalTS, TBN));
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// --- STIPPLE ---
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float2 pos = IN.screenPos.xy / IN.screenPos.w;
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pos *= _ScreenParams.xy * _StippleSize;
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int x = (int)fmod(pos.x, 4);
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int y = (int)fmod(pos.y, 4);
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float threshold = kThresholdMatrix[y][x];
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clip(_TransparentAmount - threshold);
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// --- END STIPPLE ---
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InputData lightingInput;
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lightingInput.positionWS = IN.positionWS;
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lightingInput.normalWS = normalWS;
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lightingInput.viewDirectionWS =
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normalize(GetWorldSpaceViewDir(IN.positionWS));
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lightingInput.shadowCoord =
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TransformWorldToShadowCoord(IN.positionWS);
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lightingInput.bakedGI = SampleSH(normalWS);
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lightingInput.fogCoord = 0;
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lightingInput.vertexLighting = 0;
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SurfaceData surfaceData = (SurfaceData)0;
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surfaceData.albedo = albedo;
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surfaceData.alpha = alpha;
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surfaceData.metallic = _Metallic;
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surfaceData.specular = 0;
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surfaceData.smoothness = _Smoothness;
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surfaceData.normalTS = normalTS;
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surfaceData.occlusion = 1;
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surfaceData.emission = 0;
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surfaceData.clearCoatMask = 0;
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surfaceData.clearCoatSmoothness = 0;
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return UniversalFragmentPBR(lightingInput, surfaceData);
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}
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ENDHLSL
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}
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}
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}
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