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Assets/RealToon/RealToon Shaders/Effects.meta
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Assets/RealToon/RealToon Shaders/Effects.meta
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Assets/RealToon/RealToon Shaders/RealToon Core.meta
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Assets/RealToon/RealToon Shaders/RealToon Core.meta
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8
Assets/RealToon/RealToon Shaders/RealToon Core/URP.meta
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Assets/RealToon/RealToon Shaders/RealToon Core/URP.meta
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//RealToon URP - MoVecPas
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//MJQStudioWorks
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//=========================
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struct Attributes
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{
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float4 position : 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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float2 uv1 : TEXCOORD1;
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float3 positionOld : TEXCOORD4;
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#if _ADD_PRECOMPUTED_VELOCITY
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float3 alembicMotionVector : TEXCOORD5;
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#endif
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#ifndef N_F_DDMD_ON
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float4 weights : BLENDWEIGHTS;//DOTS_LiBleSki_MV
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uint4 indices : BLENDINDICES;//DOTS_LiBleSki_MV
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//uint vertexID : SV_VertexID;//DOTS_CompDef_MV
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct Varyings
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{
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float4 positionCS : SV_POSITION;
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float4 positionCSNoJitter : POSITION_CS_NO_JITTER;
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float4 previousPositionCSNoJitter : PREV_POSITION_CS_NO_JITTER;
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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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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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Varyings vert(Attributes input)
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{
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Varyings output = (Varyings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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#if defined(UNITY_DOTS_INSTANCING_ENABLED)
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#ifdef N_F_DDMD_ON
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float4 _LBS_CD_Position = input.position;
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float3 _LBS_CD_Normal = input.normalOS;
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//float4 _LBS_CD_Tangent = input.tangentOS; //not currently needed
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#else
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float4 _LBS_CD_Position = 0;
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float3 _LBS_CD_Normal = 0;
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float4 _LBS_CD_Tangent = 0;
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DOTS_LiBleSki(input.indices, input.weights, input.position.xyz, input.normalOS.xyz, input.tangentOS.xyz, (float3)_LBS_CD_Position, _LBS_CD_Normal, (float3)_LBS_CD_Tangent);//DOTS_LiBleSki_MV
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//DOTS_CompDef(input.vertexID, (float3)_LBS_CD_Position, _LBS_CD_Normal, (float3)_LBS_CD_Tangent);//DOTS_CompDef_MV
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_LBS_CD_Position.w = 1.0;
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#endif
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#else
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float4 _LBS_CD_Position = input.position;
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float3 _LBS_CD_Normal = input.normalOS;
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//float4 _LBS_CD_Tangent = input.tangentOS; //not currently needed
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#endif
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const VertexPositionInputs vertexInput = GetVertexPositionInputs(_LBS_CD_Position.xyz);
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//RT_SE
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#if N_F_SE_ON
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input.position = RT_SE(vertexInput.positionWS, input.position);
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_LBS_CD_Position = input.position;
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#endif
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//==
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//RT_PA
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#if N_F_PA_ON
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output.positionCS = mul(RT_PA(-vertexInput.positionVS.z), float4(_LBS_CD_Position.xyz,1.0) ) + (float4(0,0,_ObjePosiZCS,0.0) * 0.0001);
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#else
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output.positionCS = vertexInput.positionCS + (float4(0, 0, _ObjePosiZCS, 0.0) * 0.0001);
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#endif
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//==
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#if _UVSET_UV0
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output.uv = TRANSFORM_TEX(input.uv, _MainTex);
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#elif _UVSET_UV1
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output.uv = TRANSFORM_TEX(input.uv1, _MainTex);
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#endif
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output.positionWS = TransformObjectToWorld(_LBS_CD_Position.xyz);
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output.normalWS = TransformObjectToWorldDir(_LBS_CD_Normal);
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output.positionCSNoJitter = mul(_NonJitteredViewProjMatrix, mul(UNITY_MATRIX_M, _LBS_CD_Position));
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float4 prevPos = (unity_MotionVectorsParams.x == 1) ? float4(input.positionOld, 1) : _LBS_CD_Position;
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#if _ADD_PRECOMPUTED_VELOCITY
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prevPos = prevPos - float4(input.alembicMotionVector, 0);
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#endif
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output.previousPositionCSNoJitter = mul(_PrevViewProjMatrix, mul(UNITY_PREV_MATRIX_M, prevPos));
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ApplyMotionVectorZBias(output.positionCS);
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return output;
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}
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float4 frag(Varyings input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
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#if N_F_TP_ON
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half4 _MainTex_var = RT_Tripl_Default(_MainTex, sampler_MainTex, input.positionWS, input.normalWS);
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#else
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half4 _MainTex_var = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, TRANSFORM_TEX(input.uv, _MainTex));
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#endif
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//RT_CO
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RT_CO(input.uv, _MainTex_var, _MainTex_var.a, input.positionWS, input.normalWS, input.positionCS.xy);
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//==
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//RT_NFD
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#if N_F_NFD_ON
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RT_NFD(input.positionCS.xy);
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#endif
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//==
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#if defined(LOD_FADE_CROSSFADE)
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LODFadeCrossFade(input.positionCS);
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#endif
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return float4(CalcNdcMotionVectorFromCsPositions(input.positionCSNoJitter, input.previousPositionCSNoJitter), 0, 0);
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}
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//
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1560
Assets/RealToon/RealToon Shaders/RealToon Core/URP/RT_URP_Core.hlsl
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1560
Assets/RealToon/RealToon Shaders/RealToon Core/URP/RT_URP_Core.hlsl
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1085
Assets/RealToon/RealToon Shaders/RealToon Core/URP/RT_URP_PROP.hlsl
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Assets/RealToon/RealToon Shaders/RealToon Core/URP/RT_URP_PROP.hlsl
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8
Assets/RealToon/RealToon Shaders/Version 5.meta
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Assets/RealToon/RealToon Shaders/Version 5.meta
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Assets/RealToon/RealToon Shaders/Version 5/URP.meta
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Assets/RealToon/RealToon Shaders/Version 5/URP.meta
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