206 lines
6.4 KiB
HLSL
206 lines
6.4 KiB
HLSL
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// Unity built-in shader source. Copyright (c) 2016 Unity Technologies. MIT license (see license.txt)
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#ifndef UNITY_STANDARD_SHADOW_INCLUDED
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#define UNITY_STANDARD_SHADOW_INCLUDED
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// NOTE: had to split shadow functions into separate file,
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// otherwise compiler gives trouble with LIGHTING_COORDS macro (in UnityStandardCore.cginc)
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#include "UnityCG.cginc"
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#include "UnityShaderVariables.cginc"
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#include "UnityStandardConfig.cginc"
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#include "UnityStandardUtils.cginc"
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#if (defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)) && defined(UNITY_USE_DITHER_MASK_FOR_ALPHABLENDED_SHADOWS)
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#define UNITY_STANDARD_USE_DITHER_MASK 1
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#endif
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// Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it
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#if defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
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#define UNITY_STANDARD_USE_SHADOW_UVS 1
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#endif
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// Has a non-empty shadow caster output struct (it's an error to have empty structs on some platforms...)
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#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)
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#define UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT 1
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#endif
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#ifdef UNITY_STEREO_INSTANCING_ENABLED
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#define UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT 1
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#endif
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half4 _Color;
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half _Cutoff;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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#ifdef UNITY_STANDARD_USE_DITHER_MASK
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sampler3D _DitherMaskLOD;
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#endif
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// Handle PremultipliedAlpha from Fade or Transparent shading mode
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half4 _SpecColor;
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half _Metallic;
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#ifdef _SPECGLOSSMAP
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sampler2D _SpecGlossMap;
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#endif
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#ifdef _METALLICGLOSSMAP
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sampler2D _MetallicGlossMap;
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#endif
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#if defined(UNITY_STANDARD_USE_SHADOW_UVS) && defined(_PARALLAXMAP)
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sampler2D _ParallaxMap;
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half _Parallax;
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#endif
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half MetallicSetup_ShadowGetOneMinusReflectivity(half2 uv)
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{
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half metallicity = _Metallic;
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#ifdef _METALLICGLOSSMAP
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metallicity = tex2D(_MetallicGlossMap, uv).r;
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#endif
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return OneMinusReflectivityFromMetallic(metallicity);
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}
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half RoughnessSetup_ShadowGetOneMinusReflectivity(half2 uv)
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{
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half metallicity = _Metallic;
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#ifdef _METALLICGLOSSMAP
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metallicity = tex2D(_MetallicGlossMap, uv).r;
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#endif
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return OneMinusReflectivityFromMetallic(metallicity);
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}
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half SpecularSetup_ShadowGetOneMinusReflectivity(half2 uv)
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{
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half3 specColor = _SpecColor.rgb;
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#ifdef _SPECGLOSSMAP
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specColor = tex2D(_SpecGlossMap, uv).rgb;
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#endif
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return (1 - SpecularStrength(specColor));
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}
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// SHADOW_ONEMINUSREFLECTIVITY(): workaround to get one minus reflectivity based on UNITY_SETUP_BRDF_INPUT
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#define SHADOW_JOIN2(a, b) a##b
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#define SHADOW_JOIN(a, b) SHADOW_JOIN2(a,b)
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#define SHADOW_ONEMINUSREFLECTIVITY SHADOW_JOIN(UNITY_SETUP_BRDF_INPUT, _ShadowGetOneMinusReflectivity)
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float2 uv0 : TEXCOORD0;
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#if defined(UNITY_STANDARD_USE_SHADOW_UVS) && defined(_PARALLAXMAP)
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half4 tangent : TANGENT;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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#ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT
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struct VertexOutputShadowCaster
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{
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V2F_SHADOW_CASTER_NOPOS
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#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
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float2 tex : TEXCOORD1;
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#if defined(_PARALLAXMAP)
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half3 viewDirForParallax : TEXCOORD2;
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#endif
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#endif
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};
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#endif
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#ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT
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struct VertexOutputStereoShadowCaster
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{
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UNITY_VERTEX_OUTPUT_STEREO
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};
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#endif
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// We have to do these dances of outputting SV_POSITION separately from the vertex shader,
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// and inputting VPOS in the pixel shader, since they both map to "POSITION" semantic on
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// some platforms, and then things don't go well.
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void vertShadowCaster (VertexInput v
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, out float4 opos : SV_POSITION
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#ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT
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, out VertexOutputShadowCaster o
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#endif
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#ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT
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, out VertexOutputStereoShadowCaster os
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#endif
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)
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{
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UNITY_SETUP_INSTANCE_ID(v);
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#ifdef UNITY_STANDARD_USE_STEREO_SHADOW_OUTPUT_STRUCT
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(os);
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#endif
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TRANSFER_SHADOW_CASTER_NOPOS(o,opos)
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#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
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o.tex = TRANSFORM_TEX(v.uv0, _MainTex);
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#ifdef _PARALLAXMAP
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TANGENT_SPACE_ROTATION;
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o.viewDirForParallax = mul (rotation, ObjSpaceViewDir(v.vertex));
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#endif
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#endif
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}
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half4 fragShadowCaster (UNITY_POSITION(vpos)
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#ifdef UNITY_STANDARD_USE_SHADOW_OUTPUT_STRUCT
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, VertexOutputShadowCaster i
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#endif
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) : SV_Target
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{
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#if defined(UNITY_STANDARD_USE_SHADOW_UVS)
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#if defined(_PARALLAXMAP) && (SHADER_TARGET >= 30)
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half3 viewDirForParallax = normalize(i.viewDirForParallax);
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fixed h = tex2D (_ParallaxMap, i.tex.xy).g;
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half2 offset = ParallaxOffset1Step (h, _Parallax, viewDirForParallax);
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i.tex.xy += offset;
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#endif
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#if defined(_SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A)
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half alpha = _Color.a;
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#else
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half alpha = tex2D(_MainTex, i.tex.xy).a * _Color.a;
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#endif
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#if defined(_ALPHATEST_ON)
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clip (alpha - _Cutoff);
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#endif
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#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)
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#if defined(_ALPHAPREMULTIPLY_ON)
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half outModifiedAlpha;
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PreMultiplyAlpha(half3(0, 0, 0), alpha, SHADOW_ONEMINUSREFLECTIVITY(i.tex), outModifiedAlpha);
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alpha = outModifiedAlpha;
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#endif
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#if defined(UNITY_STANDARD_USE_DITHER_MASK)
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// Use dither mask for alpha blended shadows, based on pixel position xy
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// and alpha level. Our dither texture is 4x4x16.
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#ifdef LOD_FADE_CROSSFADE
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#define _LOD_FADE_ON_ALPHA
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alpha *= unity_LODFade.y;
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#endif
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half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a;
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clip (alphaRef - 0.01);
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#else
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clip (alpha - _Cutoff);
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#endif
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#endif
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#endif // #if defined(UNITY_STANDARD_USE_SHADOW_UVS)
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#ifdef LOD_FADE_CROSSFADE
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#ifdef _LOD_FADE_ON_ALPHA
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#undef _LOD_FADE_ON_ALPHA
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#else
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UnityApplyDitherCrossFade(vpos.xy);
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#endif
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#endif
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SHADOW_CASTER_FRAGMENT(i)
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}
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#endif // UNITY_STANDARD_SHADOW_INCLUDED
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