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    "path": "Assets/Cubed's Unity Shaders/Editor/FlatLitToon/FlatLitToonInspector.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System;\n\nnamespace CubedsUnityShaders\n{\n    public class FlatLitToonInspector : ShaderGUI\n    {\n\n        public enum OutlineMode\n        {\n            None,\n            Tinted,\n            Colored\n        }\n\n        public enum BlendMode\n        {\n            Opaque,\n            Cutout,\n            Fade,   // Old school alpha-blending mode, fresnel does not affect amount of transparency\n            Transparent // Physically plausible transparency mode, implemented as alpha pre-multiply\n        }\n\n        MaterialProperty blendMode;\n        MaterialProperty mainTexture;\n        MaterialProperty color;\n        MaterialProperty colorMask;\n        MaterialProperty shadow;\n        MaterialProperty outlineMode;\n        MaterialProperty outlineWidth;\n        MaterialProperty outlineColor;\n        MaterialProperty emissionMap;\n        MaterialProperty emissionColor;\n        MaterialProperty normalMap;\n        MaterialProperty alphaCutoff;\n\n        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props)\n        {\n            { //Find Properties\n                blendMode = FindProperty(\"_Mode\", props);\n                mainTexture = FindProperty(\"_MainTex\", props);\n                color = FindProperty(\"_Color\", props);\n                colorMask = FindProperty(\"_ColorMask\", props);\n                shadow = FindProperty(\"_Shadow\", props);\n                outlineMode = FindProperty(\"_OutlineMode\", props);\n                outlineWidth = FindProperty(\"_outline_width\", props);\n                outlineColor = FindProperty(\"_outline_color\", props);\n                emissionMap = FindProperty(\"_EmissionMap\", props);\n                emissionColor = FindProperty(\"_EmissionColor\", props);\n                normalMap = FindProperty(\"_BumpMap\", props);\n                alphaCutoff = FindProperty(\"_Cutoff\", props);\n            }\n\n            Material material = materialEditor.target as Material;\n\n            { //Shader Properties GUI\n                EditorGUIUtility.labelWidth = 0f;\n\n                EditorGUI.BeginChangeCheck();\n                {\n                    EditorGUI.showMixedValue = blendMode.hasMixedValue;\n                    var bMode = (BlendMode)blendMode.floatValue;\n\n                    EditorGUI.BeginChangeCheck();\n                    bMode = (BlendMode)EditorGUILayout.Popup(\"Rendering Mode\", (int)bMode, Enum.GetNames(typeof(BlendMode)));\n                    if (EditorGUI.EndChangeCheck())\n                    {\n                        materialEditor.RegisterPropertyChangeUndo(\"Rendering Mode\");\n                        blendMode.floatValue = (float)bMode;\n\n                        foreach (var obj in blendMode.targets)\n                        {\n                            SetupMaterialWithBlendMode((Material)obj, (BlendMode)material.GetFloat(\"_Mode\"));\n                        }\n                    }\n\n                    EditorGUI.showMixedValue = false;\n\n\n                    materialEditor.TexturePropertySingleLine(new GUIContent(\"Main Texture\", \"Main Color Texture (RGB)\"), mainTexture, color);\n                    EditorGUI.indentLevel += 2;\n                    if ((BlendMode)material.GetFloat(\"_Mode\") == BlendMode.Cutout)\n                        materialEditor.ShaderProperty(alphaCutoff, \"Alpha Cutoff\", 2);\n                    materialEditor.TexturePropertySingleLine(new GUIContent(\"Color Mask\", \"Masks Color Tinting (G)\"), colorMask);\n                    EditorGUI.indentLevel -= 2;\n                    materialEditor.TexturePropertySingleLine(new GUIContent(\"Normal Map\", \"Normal Map (RGB)\"), normalMap);\n                    materialEditor.TexturePropertySingleLine(new GUIContent(\"Emission\", \"Emission (RGB)\"), emissionMap, emissionColor);\n                    EditorGUI.BeginChangeCheck();\n                    materialEditor.TextureScaleOffsetProperty(mainTexture);\n                    if (EditorGUI.EndChangeCheck())\n                        emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset;\n\n                    EditorGUILayout.Space();\n                    materialEditor.ShaderProperty(shadow, \"Shadow\");\n\n                    var oMode = (OutlineMode)outlineMode.floatValue;\n\n                    EditorGUI.BeginChangeCheck();\n                    oMode = (OutlineMode)EditorGUILayout.Popup(\"Outline Mode\", (int)oMode, Enum.GetNames(typeof(OutlineMode)));\n\n                    if (EditorGUI.EndChangeCheck())\n                    {\n                        materialEditor.RegisterPropertyChangeUndo(\"Outline Mode\");\n                        outlineMode.floatValue = (float)oMode;\n\n                        foreach (var obj in outlineMode.targets)\n                        {\n                            SetupMaterialWithOutlineMode((Material)obj, (OutlineMode)material.GetFloat(\"_OutlineMode\"));\n                        }\n\n                    }\n                    switch (oMode)\n                    {\n                        case OutlineMode.Tinted:\n                        case OutlineMode.Colored:\n                            materialEditor.ShaderProperty(outlineColor, \"Color\", 2);\n                            materialEditor.ShaderProperty(outlineWidth, new GUIContent(\"Width\", \"Outline Width in cm\"), 2);\n                            break;\n                        case OutlineMode.None:\n                        default:\n                            break;\n                    }\n                }\n                EditorGUI.EndChangeCheck();\n            }\n\n        }\n\n        public static void SetupMaterialWithBlendMode(Material material, BlendMode blendMode)\n        {\n            switch ((BlendMode)material.GetFloat(\"_Mode\"))\n            {\n                case BlendMode.Opaque:\n                    material.SetOverrideTag(\"RenderType\", \"\");\n                    material.SetInt(\"_SrcBlend\", (int)UnityEngine.Rendering.BlendMode.One);\n                    material.SetInt(\"_DstBlend\", (int)UnityEngine.Rendering.BlendMode.Zero);\n                    material.SetInt(\"_ZWrite\", 1);\n                    material.DisableKeyword(\"_ALPHATEST_ON\");\n                    material.DisableKeyword(\"_ALPHABLEND_ON\");\n                    material.DisableKeyword(\"_ALPHAPREMULTIPLY_ON\");\n                    material.renderQueue = -1;\n                    break;\n                case BlendMode.Cutout:\n                    material.SetOverrideTag(\"RenderType\", \"TransparentCutout\");\n                    material.SetInt(\"_SrcBlend\", (int)UnityEngine.Rendering.BlendMode.One);\n                    material.SetInt(\"_DstBlend\", (int)UnityEngine.Rendering.BlendMode.Zero);\n                    material.SetInt(\"_ZWrite\", 1);\n                    material.EnableKeyword(\"_ALPHATEST_ON\");\n                    material.DisableKeyword(\"_ALPHABLEND_ON\");\n                    material.DisableKeyword(\"_ALPHAPREMULTIPLY_ON\");\n                    material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest;\n                    break;\n                case BlendMode.Fade:\n                    material.SetOverrideTag(\"RenderType\", \"Transparent\");\n                    material.SetInt(\"_SrcBlend\", (int)UnityEngine.Rendering.BlendMode.SrcAlpha);\n                    material.SetInt(\"_DstBlend\", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);\n                    material.SetInt(\"_ZWrite\", 0);\n                    material.DisableKeyword(\"_ALPHATEST_ON\");\n                    material.EnableKeyword(\"_ALPHABLEND_ON\");\n                    material.DisableKeyword(\"_ALPHAPREMULTIPLY_ON\");\n                    material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;\n                    break;\n                case BlendMode.Transparent:\n                    material.SetOverrideTag(\"RenderType\", \"Transparent\");\n                    material.SetInt(\"_SrcBlend\", (int)UnityEngine.Rendering.BlendMode.One);\n                    material.SetInt(\"_DstBlend\", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);\n                    material.SetInt(\"_ZWrite\", 0);\n                    material.DisableKeyword(\"_ALPHATEST_ON\");\n                    material.DisableKeyword(\"_ALPHABLEND_ON\");\n                    material.EnableKeyword(\"_ALPHAPREMULTIPLY_ON\");\n                    material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Transparent;\n                    break;\n            }\n        }\n\n        public static void SetupMaterialWithOutlineMode(Material material, OutlineMode outlineMode)\n        {\n            switch ((OutlineMode)material.GetFloat(\"_OutlineMode\"))\n            {\n                case OutlineMode.None:\n                    material.EnableKeyword(\"NO_OUTLINE\");\n                    material.DisableKeyword(\"TINTED_OUTLINE\");\n                    material.DisableKeyword(\"COLORED_OUTLINE\");\n                    break;\n                case OutlineMode.Tinted:\n                    material.DisableKeyword(\"NO_OUTLINE\");\n                    material.EnableKeyword(\"TINTED_OUTLINE\");\n                    material.DisableKeyword(\"COLORED_OUTLINE\");\n                    break;\n                case OutlineMode.Colored:\n                    material.DisableKeyword(\"NO_OUTLINE\");\n                    material.DisableKeyword(\"TINTED_OUTLINE\");\n                    material.EnableKeyword(\"COLORED_OUTLINE\");\n                    break;\n                default:\n                    break;\n            }\n        }\n    } \n}"
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    "path": "Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteCutoutInspector.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System;\n\nnamespace CubedsUnityShaders\n{\n    public class FlatLitToonLiteCutoutInspector : ShaderGUI\n    {\n        public enum CullingMode\n        {\n            Off,\n            Front,\n            Back\n        }\n\n        MaterialProperty mainTexture;\n        MaterialProperty color;\n        MaterialProperty colorMask;\n        MaterialProperty shadow;\n        MaterialProperty emissionMap;\n        MaterialProperty emissionColor;\n        MaterialProperty normalMap;\n        MaterialProperty alphaCutoff;\n        MaterialProperty cullingMode;\n\n        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)\n        {\n            { //Find Properties\n                mainTexture = FindProperty(\"_MainTex\", properties);\n                color = FindProperty(\"_Color\", properties);\n                colorMask = FindProperty(\"_ColorMask\", properties);\n                shadow = FindProperty(\"_Shadow\", properties);\n                emissionMap = FindProperty(\"_EmissionMap\", properties);\n                emissionColor = FindProperty(\"_EmissionColor\", properties);\n                normalMap = FindProperty(\"_BumpMap\", properties);\n                alphaCutoff = FindProperty(\"_Cutoff\", properties);\n                cullingMode = FindProperty(\"_Cull\", properties);\n            }\n\n            //Shader Properties GUI\n            EditorGUIUtility.labelWidth = 0f;\n\n            EditorGUI.BeginChangeCheck();\n            {\n                EditorGUI.showMixedValue = cullingMode.hasMixedValue;\n                var cMode = (CullingMode)cullingMode.floatValue;\n\n                EditorGUI.BeginChangeCheck();\n                cMode = (CullingMode)EditorGUILayout.Popup(\"Culling Mode\", (int)cMode, Enum.GetNames(typeof(CullingMode)));\n                if (EditorGUI.EndChangeCheck())\n                {\n                    materialEditor.RegisterPropertyChangeUndo(\"Rendering Mode\");\n                    cullingMode.floatValue = (float)cMode;\n                }\n                EditorGUI.showMixedValue = false;\n                EditorGUILayout.Space();\n\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Main Texture\", \"Main Color Texture (RGB)\"), mainTexture, color);\n                EditorGUI.indentLevel += 1;\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Color Mask\", \"Masks Color Tinting (G)\"), colorMask);\n                EditorGUI.indentLevel -= 1;\n\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Normal Map\", \"Normal Map (RGB)\"), normalMap);\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Emission\", \"Emission (RGB)\"), emissionMap, emissionColor);\n                EditorGUI.BeginChangeCheck();\n                materialEditor.TextureScaleOffsetProperty(mainTexture);\n                if (EditorGUI.EndChangeCheck())\n                {\n                    emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset;\n                }\n\n                EditorGUILayout.Space();\n                EditorGUILayout.Space();\n                materialEditor.ShaderProperty(alphaCutoff, \"Alpha Cutoff\");\n\n                EditorGUILayout.Space();\n                materialEditor.ShaderProperty(shadow, \"Shadow\");\n            }\n            EditorGUI.EndChangeCheck();\n\n        }\n    }\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/Editor/FlatLitToonLite/FlatLitToonLiteInspector.cs",
    "content": "﻿using UnityEditor;\nusing UnityEngine;\nusing System.Collections.Generic;\nusing System.Linq;\nusing System;\n\nnamespace CubedsUnityShaders\n{\n    public class FlatLitToonLiteInspector : ShaderGUI\n    {\n        public enum CullingMode\n        {\n            Off,\n            Front,\n            Back\n        }\n\n        MaterialProperty mainTexture;\n        MaterialProperty color;\n        MaterialProperty colorMask;\n        MaterialProperty shadow;\n        MaterialProperty emissionMap;\n        MaterialProperty emissionColor;\n        MaterialProperty normalMap;\n        MaterialProperty cullingMode;\n\n        public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)\n        {\n            { //Find Properties\n                mainTexture = FindProperty(\"_MainTex\", properties);\n                color = FindProperty(\"_Color\", properties);\n                colorMask = FindProperty(\"_ColorMask\", properties);\n                shadow = FindProperty(\"_Shadow\", properties);\n                emissionMap = FindProperty(\"_EmissionMap\", properties);\n                emissionColor = FindProperty(\"_EmissionColor\", properties);\n                normalMap = FindProperty(\"_BumpMap\", properties);\n                cullingMode = FindProperty(\"_Cull\", properties);\n            }\n\n            //Shader Properties GUI\n            EditorGUIUtility.labelWidth = 0f;\n\n            EditorGUI.BeginChangeCheck();\n            {\n                EditorGUI.showMixedValue = cullingMode.hasMixedValue;\n                var cMode = (CullingMode)cullingMode.floatValue;\n\n                EditorGUI.BeginChangeCheck();\n                cMode = (CullingMode)EditorGUILayout.Popup(\"Culling Mode\", (int)cMode, Enum.GetNames(typeof(CullingMode)));\n                if (EditorGUI.EndChangeCheck())\n                {\n                    materialEditor.RegisterPropertyChangeUndo(\"Rendering Mode\");\n                    cullingMode.floatValue = (float)cMode;\n                }\n                EditorGUI.showMixedValue = false;\n                EditorGUILayout.Space();\n\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Main Texture\", \"Main Color Texture (RGB)\"), mainTexture, color);\n                EditorGUI.indentLevel += 1;\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Color Mask\", \"Masks Color Tinting (G)\"), colorMask);\n                EditorGUI.indentLevel -= 1;\n\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Normal Map\", \"Normal Map (RGB)\"), normalMap);\n                materialEditor.TexturePropertySingleLine(new GUIContent(\"Emission\", \"Emission (RGB)\"), emissionMap, emissionColor);\n                EditorGUI.BeginChangeCheck();\n                materialEditor.TextureScaleOffsetProperty(mainTexture);\n                if (EditorGUI.EndChangeCheck())\n                {\n                    emissionMap.textureScaleAndOffset = mainTexture.textureScaleAndOffset;\n                }\n\n                EditorGUILayout.Space();\n                materialEditor.ShaderProperty(shadow, \"Shadow\");\n            }\n            EditorGUI.EndChangeCheck();\n\n        }\n    } \n}"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCore.cginc",
    "content": "#ifndef FLAT_LIT_TOON_CORE_INCLUDED\n\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#include \"Lighting.cginc\"\n\nuniform sampler2D _MainTex; uniform float4 _MainTex_ST;\nuniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;\nuniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;\nuniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;\n\nuniform float4 _Color;\nuniform float _Shadow;\nuniform float _Cutoff;\nuniform float4 _EmissionColor;\nuniform float _outline_width;\nuniform float4 _outline_color;\n\nstatic const float3 grayscale_vector = float3(0, 0.3823529, 0.01845836);\n\nstruct v2g\n{\n\tfloat4 vertex : POSITION;\n\tfloat3 normal : NORMAL;\n\tfloat4 tangent : TANGENT;\n\tfloat2 uv0 : TEXCOORD0;\n\tfloat2 uv1 : TEXCOORD1;\n\tfloat4 posWorld : TEXCOORD2;\n\tfloat3 normalDir : TEXCOORD3;\n\tfloat3 tangentDir : TEXCOORD4;\n\tfloat3 bitangentDir : TEXCOORD5;\n\tfloat4 pos : CLIP_POS;\n\tSHADOW_COORDS(6)\n\tUNITY_FOG_COORDS(7)\n};\n\nv2g vert(appdata_full v) {\n\tv2g o;\n\to.uv0 = v.texcoord;\n\to.uv1 = v.texcoord1;\n\to.normal = v.normal;\n\to.tangent = v.tangent;\n\to.normalDir = normalize(UnityObjectToWorldNormal(v.normal));\n\to.tangentDir = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);\n\to.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);\n\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));\n\to.posWorld = mul(unity_ObjectToWorld, v.vertex);\n\tfloat3 lightColor = _LightColor0.rgb;\n\to.vertex = v.vertex;\n\to.pos = UnityObjectToClipPos(v.vertex);\n\tTRANSFER_SHADOW(o);\n\tUNITY_TRANSFER_FOG(o, o.pos);\n\treturn o;\n}\n\nstruct VertexOutput\n{\n\tfloat4 pos : SV_POSITION;\n\tfloat2 uv0 : TEXCOORD0;\n\tfloat2 uv1 : TEXCOORD1;\n\tfloat4 posWorld : TEXCOORD2;\n\tfloat3 normalDir : TEXCOORD3;\n\tfloat3 tangentDir : TEXCOORD4;\n\tfloat3 bitangentDir : TEXCOORD5;\n\tfloat4 col : COLOR;\n\tbool is_outline : IS_OUTLINE;\n\tSHADOW_COORDS(6)\n\tUNITY_FOG_COORDS(7)\n};\n\n[maxvertexcount(6)]\nvoid geom(triangle v2g IN[3], inout TriangleStream<VertexOutput> tristream)\n{\n\tVertexOutput o;\n\t#if !NO_OUTLINE\n\tfor (int i = 2; i >= 0; i--)\n\t{\n\t\to.pos = UnityObjectToClipPos(IN[i].vertex + normalize(IN[i].normal) * (_outline_width * .01));\n\t\to.uv0 = IN[i].uv0;\n\t\to.uv1 = IN[i].uv1;\n\t\to.col = fixed4( _outline_color.r, _outline_color.g, _outline_color.b, 1);\n\t\to.posWorld = mul(unity_ObjectToWorld, IN[i].vertex);\n\t\to.normalDir = UnityObjectToWorldNormal(IN[i].normal);\n\t\to.tangentDir = IN[i].tangentDir;\n\t\to.bitangentDir = IN[i].bitangentDir;\n\t\to.posWorld = mul(unity_ObjectToWorld, IN[i].vertex);\n\t\to.is_outline = true;\n\n\t\t// Pass-through the shadow coordinates if this pass has shadows.\n\t\t#if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)\n\t\to._ShadowCoord = IN[i]._ShadowCoord;\n\t\t#endif\n\n\t\t// Pass-through the fog coordinates if this pass has shadows.\n\t\t#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)\n\t\to.fogCoord = IN[i].fogCoord;\n\t\t#endif\n\n\t\ttristream.Append(o);\n\t}\n\n\ttristream.RestartStrip();\n\t#endif\n\n\tfor (int ii = 0; ii < 3; ii++)\n\t{\n\t\to.pos = UnityObjectToClipPos(IN[ii].vertex);\n\t\to.uv0 = IN[ii].uv0;\n\t\to.uv1 = IN[ii].uv1;\n\t\to.col = fixed4(1., 1., 1., 0.);\n\t\to.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex);\n\t\to.normalDir = UnityObjectToWorldNormal(IN[ii].normal);\n\t\to.tangentDir = IN[ii].tangentDir;\n\t\to.bitangentDir = IN[ii].bitangentDir;\n\t\to.posWorld = mul(unity_ObjectToWorld, IN[ii].vertex);\n\t\to.is_outline = false;\n\n\t\t// Pass-through the shadow coordinates if this pass has shadows.\n\t\t#if defined (SHADOWS_SCREEN) || ( defined (SHADOWS_DEPTH) && defined (SPOT) ) || defined (SHADOWS_CUBE)\n\t\to._ShadowCoord = IN[ii]._ShadowCoord;\n\t\t#endif\n\n\t\t// Pass-through the fog coordinates if this pass has shadows.\n\t\t#if defined(FOG_LINEAR) || defined(FOG_EXP) || defined(FOG_EXP2)\n\t\to.fogCoord = IN[ii].fogCoord;\n\t\t#endif\n\n\t\ttristream.Append(o);\n\t}\n\n\ttristream.RestartStrip();\n}\n\nfloat grayscaleSH9(float3 normalDirection)\n{\n\treturn dot(ShadeSH9(half4(normalDirection, 1.0)), grayscale_vector);\n}\n\n#endif"
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    "content": "fileFormatVersion: 2\nguid: bea0c9306c9650e47947f090abb359e7\ntimeCreated: 1512863519\nlicenseType: Free\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonCoreLite.cginc",
    "content": "#ifndef FLAT_LIT_TOON_CORE_LITE_INCLUDED\n\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#include \"Lighting.cginc\"\n\nuniform sampler2D _MainTex; uniform float4 _MainTex_ST;\nuniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;\nuniform sampler2D _EmissionMap; uniform float4 _EmissionMap_ST;\nuniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;\n\nuniform float4 _Color;\nuniform float _Shadow;\nuniform float _Cutoff;\nuniform float4 _EmissionColor;\n\nstatic const float3 grayscale_vector = float3(0, 0.3823529, 0.01845836);\n\nstruct VertexOutput\n{\n\tfloat4 pos : SV_POSITION;\n\tfloat2 uv0 : TEXCOORD0;\n\tfloat2 uv1 : TEXCOORD1;\n\tfloat4 posWorld : TEXCOORD2;\n\tfloat3 normalDir : TEXCOORD3;\n\tfloat3 tangentDir : TEXCOORD4;\n\tfloat3 bitangentDir : TEXCOORD5;\n\tfloat4 col : COLOR;\n\tSHADOW_COORDS(6)\n\tUNITY_FOG_COORDS(7)\n};\n\nVertexOutput vert(appdata_full v) {\n\tVertexOutput o;\n    UNITY_INITIALIZE_OUTPUT(VertexOutput, o);\n\to.uv0 = v.texcoord;\n\to.uv1 = v.texcoord1;\n\to.normalDir = normalize(UnityObjectToWorldNormal(v.normal));\n\to.tangentDir = normalize(mul(unity_ObjectToWorld, float4(v.tangent.xyz, 0.0)).xyz);\n\to.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);\n\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));\n\to.posWorld = mul(unity_ObjectToWorld, v.vertex);\n\tfloat3 lightColor = _LightColor0.rgb;\n\to.col = fixed4(1., 1., 1., 0.);\n\to.pos = UnityObjectToClipPos(v.vertex);\n\tTRANSFER_SHADOW(o);\n\tUNITY_TRANSFER_FOG(o, o.pos);\n\treturn o;\n}\nfloat grayscaleSH9(float3 normalDirection)\n{\n\treturn dot(ShadeSH9(half4(normalDirection, 1.0)), grayscale_vector);\n}\n\n#endif"
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    "content": "fileFormatVersion: 2\nguid: 62caa4058bfb416478a1bafd0e4ec406\ntimeCreated: 1512863519\nlicenseType: Free\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/CGIncludes/FlatLitToonShadows.cginc",
    "content": "#ifndef FLAT_LIT_TOON_SHADOWS_INCLUDED\n\n#include \"UnityCG.cginc\"\n#include \"UnityShaderVariables.cginc\"\n\n// Do dithering for alpha blended shadows on SM3+/desktop;\n// on lesser systems do simple alpha-tested shadows\n#if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)\n    #if !((SHADER_TARGET < 30) || defined (SHADER_API_MOBILE) || defined(SHADER_API_D3D11_9X) || defined (SHADER_API_PSP2) || defined (SHADER_API_PSM))\n        #define UNITY_STANDARD_USE_DITHER_MASK 1\n    #endif\n#endif\n\n// Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it\n#if defined(_ALPHATEST_ON) || defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)\n    #define UNITY_STANDARD_USE_SHADOW_UVS 1\n#endif\n\nuniform float4      _Color;\nuniform float       _Cutoff;\nuniform sampler2D   _MainTex;\nuniform float4      _MainTex_ST;\n#ifdef UNITY_STANDARD_USE_DITHER_MASK\n    uniform sampler3D   _DitherMaskLOD;\n#endif\n\nstruct VertexInput\n{\n    float4 vertex   : POSITION;\n    float3 normal   : NORMAL;\n    float2 uv0      : TEXCOORD0;\n};\n\n\n// Don't make the structure if it's empty (it's an error to have empty structs on some platforms...)\n#if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)\nstruct VertexOutputShadowCaster\n{\n    V2F_SHADOW_CASTER_NOPOS\n        // Need to output UVs in shadow caster, since we need to sample texture and do clip/dithering based on it\n    #if defined(UNITY_STANDARD_USE_SHADOW_UVS)\n        float2 tex : TEXCOORD1;\n    #endif\n};\n#endif\n\n// We have to do these dances of outputting SV_POSITION separately from the vertex shader,\n// and inputting VPOS in the pixel shader, since they both map to \"POSITION\" semantic on\n// some platforms, and then things don't go well.\n\n\nvoid vertShadowCaster(VertexInput v,\n    #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)\n        out VertexOutputShadowCaster o,\n    #endif\n    out float4 opos : SV_POSITION)\n{\n    TRANSFER_SHADOW_CASTER_NOPOS(o, opos)\n    #if defined(UNITY_STANDARD_USE_SHADOW_UVS)\n        o.tex = TRANSFORM_TEX(v.uv0, _MainTex);\n    #endif\n}\n\n\nhalf4 fragShadowCaster(\n    #if !defined(V2F_SHADOW_CASTER_NOPOS_IS_EMPTY) || defined(UNITY_STANDARD_USE_SHADOW_UVS)\n        VertexOutputShadowCaster i\n    #endif\n    #ifdef UNITY_STANDARD_USE_DITHER_MASK\n        , UNITY_VPOS_TYPE vpos : VPOS\n    #endif\n) : SV_Target\n{\n    #if defined(UNITY_STANDARD_USE_SHADOW_UVS)\n        half alpha = tex2D(_MainTex, i.tex).a * _Color.a;\n    #if defined(_ALPHATEST_ON)\n        clip(alpha - _Cutoff);\n    #endif\n    #if defined(_ALPHABLEND_ON) || defined(_ALPHAPREMULTIPLY_ON)\n        #if defined(UNITY_STANDARD_USE_DITHER_MASK)\n            // Use dither mask for alpha blended shadows, based on pixel position xy\n            // and alpha level. Our dither texture is 4x4x16.\n            half alphaRef = tex3D(_DitherMaskLOD, float3(vpos.xy*0.25,alpha*0.9375)).a;\n            clip(alphaRef - 0.01);\n            #else\n                clip(alpha - _Cutoff);\n            #endif\n        #endif\n    #endif\n\n    SHADOW_CASTER_FRAGMENT(i)\n}\n\n#endif"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/CGIncludes.meta",
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    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Cutout.shader",
    "content": "Shader \"CubedParadox/Flat Lit Toon Lite Cutout\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n\t\t_ColorMask(\"ColorMask\", 2D) = \"black\" {}\n\t\t_Shadow(\"Shadow\", Range(0, 1)) = 0.4\n\t\t_EmissionMap(\"Emission Map\", 2D) = \"white\" {}\n\t\t[HDR]_EmissionColor(\"Emission Color\", Color) = (0,0,0,1)\n\t\t_BumpMap(\"BumpMap\", 2D) = \"bump\" {}\n\t\t_Cutoff(\"Alpha Cutoff\", Range(0,1)) = 0.5\n        [HideInInspector] _Cull (\"__cull\", Float) = 2.0\n\t}\n\n\tSubShader\n\t{\n\t\tTags { \"Queue\"=\"AlphaTest\" \"RenderType\" = \"TransparentCutout\" \"IgnoreProjector\"=\"True\" }\n\t\tCull [_Cull]\n\t\tPass\n\t\t{\n\n\t\t\tName \"FORWARD\"\n\t\t\tTags { \"LightMode\" = \"ForwardBase\" }\n\n\t\t\tCGPROGRAM\n            #define _ALPHATEST_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag \n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdbase\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\t\t\t\t\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\n\t\t\t\tfloat4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));\n\t\t\t\tfloat3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n                clip (baseColor.a - _Cutoff);\n\t\t\t\t\n\t\t\t\tfloat3 lightmap = float4(1.0,1.0,1.0,1.0);\n\t\t\t\t#ifdef LIGHTMAP_ON\n\t\t\t\tlightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));\n\t\t\t\t#endif\n\n\t\t\t\tfloat3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;\n\n\t\t\t\tfloat grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);\n\t\t\t\tfloat bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));\n\t\t\t\tfloat topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));\n\t\t\t\tfloat grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);\n\n\t\t\t\tfloat lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;\n\t\t\t\tfloat remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;\n\n\t\t\t\tfloat3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));\n\t\t\t\tfloat3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));\n\t\t\t\tfloat3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));\n\t\t\t\tfloat3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);\n\n                UNITY_OPAQUE_ALPHA(finalRGBA.a);\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"FORWARD_DELTA\"\n\t\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\n\t\t\tBlend One One\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n            #define _ALPHATEST_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdadd_fullshadows\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\t\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n        \t\tclip (baseColor.a - _Cutoff);\n\n\t\t\t\tfloat lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;\n\t\t\t\tfloat3 directContribution = floor(saturate(lightContribution) * 2.0);\n\t\t\t\tfloat3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor,1) * i.col;\n\n                UNITY_OPAQUE_ALPHA(finalRGBA.a);\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"SHADOW_CASTER\"\n\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n\n\t\t\tZWrite On ZTest LEqual\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n            #define _ALPHATEST_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonShadows.cginc\"\n\t\t\t#pragma multi_compile_shadowcaster\n\t\t\t#pragma fragmentoption ARB_precision_hint_fastest\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma vertex vertShadowCaster\n\t\t\t#pragma fragment fragShadowCaster\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallBack \"Diffuse\"\n    CustomEditor \"CubedsUnityShaders.FlatLitToonLiteCutoutInspector\"\n}"
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  {
    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Fade.shader",
    "content": "Shader \"CubedParadox/Flat Lit Toon Lite Fade\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n\t\t_ColorMask(\"ColorMask\", 2D) = \"black\" {}\n\t\t_Shadow(\"Shadow\", Range(0, 1)) = 0.4\n\t\t_EmissionMap(\"Emission Map\", 2D) = \"white\" {}\n\t\t[HDR]_EmissionColor(\"Emission Color\", Color) = (0,0,0,1)\n\t\t_BumpMap(\"BumpMap\", 2D) = \"bump\" {}\n\t\t_Cutoff(\"Alpha Cutoff\", Range(0,1)) = 0.5\n        [HideInInspector] _Cull (\"__cull\", Float) = 2.0\n\t}\n\n\tSubShader\n\t{\n\t\tTags { \"Queue\"=\"Transparent\" \"RenderType\" = \"Transparent\" \"IgnoreProjector\"=\"True\" }\n\t\tCull [_Cull]\n\t\tPass\n\t\t{\n\n\t\t\tName \"FORWARD\"\n\t\t\tTags { \"LightMode\" = \"ForwardBase\" }\n            Blend SrcAlpha OneMinusSrcAlpha\n            ZWrite Off\n\n\t\t\tCGPROGRAM\n            #define _ALPHABLEND_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag \n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdbase\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\t\t\t\t\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\n\t\t\t\tfloat4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));\n\t\t\t\tfloat3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\t\t\t\t\n\t\t\t\tfloat3 lightmap = float4(1.0,1.0,1.0,1.0);\n\t\t\t\t#ifdef LIGHTMAP_ON\n\t\t\t\tlightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));\n\t\t\t\t#endif\n\n\t\t\t\tfloat3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;\n\n\t\t\t\tfloat grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);\n\t\t\t\tfloat bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));\n\t\t\t\tfloat topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));\n\t\t\t\tfloat grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);\n\n\t\t\t\tfloat lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;\n\t\t\t\tfloat remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;\n\n\t\t\t\tfloat3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));\n\t\t\t\tfloat3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));\n\t\t\t\tfloat3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));\n\t\t\t\tfloat3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);\n\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"FORWARD_DELTA\"\n\t\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\n\t\t\tBlend SrcAlpha One\n            ZWrite Off\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n            #define _ALPHABLEND_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdadd_fullshadows\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\t\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n\t\t\t\tfloat lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;\n\t\t\t\tfloat3 directContribution = floor(saturate(lightContribution) * 2.0);\n\t\t\t\tfloat3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor,baseColor.a);\n\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"SHADOW_CASTER\"\n\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n\n\t\t\tZWrite On ZTest LEqual\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n            #define _ALPHABLEND_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonShadows.cginc\"\n\t\t\t#pragma multi_compile_shadowcaster\n\t\t\t#pragma fragmentoption ARB_precision_hint_fastest\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma vertex vertShadowCaster\n\t\t\t#pragma fragment fragShadowCaster\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallBack \"Diffuse\"\n    CustomEditor \"CubedsUnityShaders.FlatLitToonLiteCutoutInspector\"\n}\n"
  },
  {
    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Transparent.shader",
    "content": "Shader \"CubedParadox/Flat Lit Toon Lite Transparent\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n\t\t_ColorMask(\"ColorMask\", 2D) = \"black\" {}\n\t\t_Shadow(\"Shadow\", Range(0, 1)) = 0.4\n\t\t_EmissionMap(\"Emission Map\", 2D) = \"white\" {}\n\t\t[HDR]_EmissionColor(\"Emission Color\", Color) = (0,0,0,1)\n\t\t_BumpMap(\"BumpMap\", 2D) = \"bump\" {}\n\t\t_Cutoff(\"Alpha Cutoff\", Range(0,1)) = 0.5\n        [HideInInspector] _Cull (\"__cull\", Float) = 2.0\n\t}\n\n\tSubShader\n\t{\n\t\tTags { \"Queue\"=\"Transparent\" \"RenderType\" = \"Transparent\" \"IgnoreProjector\"=\"True\" }\n\t\tCull [_Cull]\n\t\tPass\n\t\t{\n\n\t\t\tName \"FORWARD\"\n\t\t\tTags { \"LightMode\" = \"ForwardBase\" }\n            Blend One OneMinusSrcAlpha\n            ZWrite Off\n\n\t\t\tCGPROGRAM\n            #define _ALPHAPREMULTIPLY_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag \n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdbase\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\t\t\t\t\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\n\t\t\t\tfloat4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));\n\t\t\t\tfloat3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\t\t\t\t\n\t\t\t\tfloat3 lightmap = float4(1.0,1.0,1.0,1.0);\n\t\t\t\t#ifdef LIGHTMAP_ON\n\t\t\t\tlightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));\n\t\t\t\t#endif\n\n\t\t\t\tfloat3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;\n\n\t\t\t\tfloat grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);\n\t\t\t\tfloat bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));\n\t\t\t\tfloat topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));\n\t\t\t\tfloat grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);\n\n\t\t\t\tfloat lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;\n\t\t\t\tfloat remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;\n\n\t\t\t\tfloat3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));\n\t\t\t\tfloat3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));\n\t\t\t\tfloat3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));\n\t\t\t\tfloat3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);\n\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"FORWARD_DELTA\"\n\t\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\n\t\t\tBlend One One\n            ZWrite Off\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n            #define _ALPHAPREMULTIPLY_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdadd_fullshadows\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\t\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n\t\t\t\tfloat lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;\n\t\t\t\tfloat3 directContribution = floor(saturate(lightContribution) * 2.0);\n\t\t\t\tfloat3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor,1) * i.col;\n\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"SHADOW_CASTER\"\n\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n\n\t\t\tZWrite On ZTest LEqual\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n            #define _ALPHAPREMULTIPLY_ON 1\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonShadows.cginc\"\n\t\t\t#pragma multi_compile_shadowcaster\n\t\t\t#pragma fragmentoption ARB_precision_hint_fastest\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma vertex vertShadowCaster\n\t\t\t#pragma fragment fragShadowCaster\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallBack \"Diffuse\"\n    CustomEditor \"CubedsUnityShaders.FlatLitToonLiteCutoutInspector\"\n}\n"
  },
  {
    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite Transparent.shader.meta",
    "content": "fileFormatVersion: 2\nguid: dba0f1a849fc15c4a97b9bf664bf81f4\ntimeCreated: 1493839045\nlicenseType: Pro\nShaderImporter:\n  defaultTextures: []\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite/Flat Lit Toon Lite.shader",
    "content": "Shader \"CubedParadox/Flat Lit Toon Lite\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n\t\t_ColorMask(\"ColorMask\", 2D) = \"black\" {}\n\t\t_Shadow(\"Shadow\", Range(0, 1)) = 0.4\n\t\t_EmissionMap(\"Emission Map\", 2D) = \"white\" {}\n\t\t[HDR]_EmissionColor(\"Emission Color\", Color) = (0,0,0,1)\n\t\t_BumpMap(\"BumpMap\", 2D) = \"bump\" {}\n        [HideInInspector] _Cull (\"__cull\", Float) = 2.0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"Queue\"=\"Geometry\" \"RenderType\" = \"Opaque\"\n\t\t}\n\t\tCull [_Cull]\n\t\tPass\n\t\t{\n\n\t\t\tName \"FORWARD\"\n\t\t\tTags { \"LightMode\" = \"ForwardBase\" }\n\n\t\t\tCGPROGRAM\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag \n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdbase\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\t\t\t\t\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\n\t\t\t\tfloat4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));\n\t\t\t\tfloat3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n\t\t\t\tfloat3 lightmap = float4(1.0,1.0,1.0,1.0);\n\t\t\t\t#ifdef LIGHTMAP_ON\n\t\t\t\tlightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));\n\t\t\t\t#endif\n\n\t\t\t\tfloat3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;\n\n\t\t\t\tfloat grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);\n\t\t\t\tfloat bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));\n\t\t\t\tfloat topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));\n\t\t\t\tfloat grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);\n\n\t\t\t\tfloat lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;\n\t\t\t\tfloat remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;\n\n\t\t\t\tfloat3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));\n\t\t\t\tfloat3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));\n\t\t\t\tfloat3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));\n\t\t\t\tfloat3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);\n\n                UNITY_OPAQUE_ALPHA(finalRGBA.a);\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"FORWARD_DELTA\"\n\t\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\n\t\t\tBlend One One\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCoreLite.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma fragment frag\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdadd_fullshadows\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\t\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n\t\t\t\tfloat lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;\n\t\t\t\tfloat3 directContribution = floor(saturate(lightContribution) * 2.0);\n\t\t\t\tfloat3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor, 1) * i.col;\n\n                UNITY_OPAQUE_ALPHA(finalRGBA.a);\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"SHADOW_CASTER\"\n\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n\n\t\t\tZWrite On ZTest LEqual\n            Cull [_Cull]\n\n\t\t\tCGPROGRAM\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonShadows.cginc\"\n\t\t\t\n\t\t\t#pragma multi_compile_shadowcaster\n\t\t\t#pragma fragmentoption ARB_precision_hint_fastest\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma vertex vertShadowCaster\n\t\t\t#pragma fragment fragShadowCaster\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallBack \"Diffuse\"\n    CustomEditor \"CubedsUnityShaders.FlatLitToonLiteInspector\"\n}"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lit Toon Lite.meta",
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    "path": "Assets/Cubed's Unity Shaders/Shaders/Flat Lite Toon/Flat Lit Toon.shader",
    "content": "Shader \"CubedParadox/Flat Lit Toon\"\n{\n\tProperties\n\t{\n\t\t_MainTex(\"MainTex\", 2D) = \"white\" {}\n\t\t_Color(\"Color\", Color) = (1,1,1,1)\n\t\t_ColorMask(\"ColorMask\", 2D) = \"black\" {}\n\t\t_Shadow(\"Shadow\", Range(0, 1)) = 0.4\n\t\t_outline_width(\"outline_width\", Float) = 0.2\n\t\t_outline_color(\"outline_color\", Color) = (0.5,0.5,0.5,1)\n\t\t_outline_tint(\"outline_tint\", Range(0, 1)) = 0.5\n\t\t_EmissionMap(\"Emission Map\", 2D) = \"white\" {}\n\t\t[HDR]_EmissionColor(\"Emission Color\", Color) = (0,0,0,1)\n\t\t_BumpMap(\"BumpMap\", 2D) = \"bump\" {}\n\t\t_Cutoff(\"Alpha cutoff\", Range(0,1)) = 0.5\n\n\t\t// Blending state\n\t\t[HideInInspector] _Mode (\"__mode\", Float) = 0.0\n\t\t[HideInInspector] _OutlineMode(\"__outline_mode\", Float) = 0.0\n\t\t[HideInInspector] _SrcBlend (\"__src\", Float) = 1.0\n\t\t[HideInInspector] _DstBlend (\"__dst\", Float) = 0.0\n\t\t[HideInInspector] _ZWrite (\"__zw\", Float) = 1.0\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"RenderType\" = \"Opaque\"\n\t\t}\n\n\t\tPass\n\t\t{\n\n\t\t\tName \"FORWARD\"\n\t\t\tTags { \"LightMode\" = \"ForwardBase\" }\n\n\t\t\tBlend [_SrcBlend] [_DstBlend]\n\t\t\tZWrite [_ZWrite]\n\n\t\t\tCGPROGRAM\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCore.cginc\"\n\t\t\t#pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE\n\t\t\t#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON\n\t\t\t#pragma vertex vert\n\t\t\t#pragma geometry geom\n\t\t\t#pragma fragment frag\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdbase\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\t\t\t\t\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\n\t\t\t\tfloat4 _EmissionMap_var = tex2D(_EmissionMap,TRANSFORM_TEX(i.uv0, _EmissionMap));\n\t\t\t\tfloat3 emissive = (_EmissionMap_var.rgb*_EmissionColor.rgb);\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n\t\t\t\t#if COLORED_OUTLINE\n\t\t\t\tif(i.is_outline) \n\t\t\t\t{\n\t\t\t\t\tbaseColor.rgb = i.col.rgb; \n\t\t\t\t}\n\t\t\t\t#endif\n\n\t\t\t\t#if defined(_ALPHATEST_ON)\n        \t\tclip (baseColor.a - _Cutoff);\n    \t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 lightmap = float4(1.0,1.0,1.0,1.0);\n\t\t\t\t#ifdef LIGHTMAP_ON\n\t\t\t\tlightmap = DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv1 * unity_LightmapST.xy + unity_LightmapST.zw));\n\t\t\t\t#endif\n\n\t\t\t\tfloat3 reflectionMap = DecodeHDR(UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, normalize((_WorldSpaceCameraPos - objPos.rgb)), 7), unity_SpecCube0_HDR)* 0.02;\n\n\t\t\t\tfloat grayscalelightcolor = dot(_LightColor0.rgb, grayscale_vector);\n\t\t\t\tfloat bottomIndirectLighting = grayscaleSH9(float3(0.0, -1.0, 0.0));\n\t\t\t\tfloat topIndirectLighting = grayscaleSH9(float3(0.0, 1.0, 0.0));\n\t\t\t\tfloat grayscaleDirectLighting = dot(lightDirection, normalDirection)*grayscalelightcolor*attenuation + grayscaleSH9(normalDirection);\n\n\t\t\t\tfloat lightDifference = topIndirectLighting + grayscalelightcolor - bottomIndirectLighting;\n\t\t\t\tfloat remappedLight = (grayscaleDirectLighting - bottomIndirectLighting) / lightDifference;\n\n\t\t\t\tfloat3 indirectLighting = saturate((ShadeSH9(half4(0.0, -1.0, 0.0, 1.0)) + reflectionMap));\n\t\t\t\tfloat3 directLighting = saturate((ShadeSH9(half4(0.0, 1.0, 0.0, 1.0)) + reflectionMap + _LightColor0.rgb));\n\t\t\t\tfloat3 directContribution = saturate((1.0 - _Shadow) + floor(saturate(remappedLight) * 2.0));\n\t\t\t\tfloat3 finalColor = emissive + (baseColor * lerp(indirectLighting, directLighting, directContribution));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor * lightmap, baseColor.a);\n\n                #if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)\n                    UNITY_OPAQUE_ALPHA(finalRGBA.a);\n                #endif\n\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"FORWARD_DELTA\"\n\t\t\tTags { \"LightMode\" = \"ForwardAdd\" }\n\t\t\tBlend [_SrcBlend] One\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma shader_feature NO_OUTLINE TINTED_OUTLINE COLORED_OUTLINE\n\t\t\t#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonCore.cginc\"\n\t\t\t#pragma vertex vert\n\t\t\t#pragma geometry geom\n\t\t\t#pragma fragment frag\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma multi_compile_fwdadd_fullshadows\n\t\t\t#pragma multi_compile_fog\n\n\t\t\tfloat4 frag(VertexOutput i) : COLOR\n\t\t\t{\n\t\t\t\tfloat4 objPos = mul(unity_ObjectToWorld, float4(0,0,0,1));\n\t\t\t\ti.normalDir = normalize(i.normalDir);\n\t\t\t\tfloat3x3 tangentTransform = float3x3(i.tangentDir, i.bitangentDir, i.normalDir);\n\t\t\t\tfloat3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));\n\t\t\t\tfloat3 normalDirection = normalize(mul(_BumpMap_var.rgb, tangentTransform)); // Perturbed normals\n\t\t\t\tfloat4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n\n\t\t\t\tfloat3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);\n\t\t\t\tfloat3 lightColor = _LightColor0.rgb;\n\t\t\t\tUNITY_LIGHT_ATTENUATION(attenuation, i, i.posWorld.xyz);\n\t\n\t\t\t\tfloat4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n\t\t\t\tfloat4 baseColor = lerp((_MainTex_var.rgba*_Color.rgba),_MainTex_var.rgba,_ColorMask_var.r);\n\t\t\t\tbaseColor *= float4(i.col.rgb, 1);\n\n\t\t\t\t#if COLORED_OUTLINE\n\t\t\t\tif(i.is_outline) {\n\t\t\t\t\tbaseColor.rgb = i.col.rgb;\n\t\t\t\t}\n\t\t\t\t#endif\n\n\t\t\t\t#if defined(_ALPHATEST_ON)\n        \t\tclip (baseColor.a - _Cutoff);\n    \t\t\t#endif\n\n\t\t\t\tfloat lightContribution = dot(normalize(_WorldSpaceLightPos0.xyz - i.posWorld.xyz),normalDirection)*attenuation;\n\t\t\t\tfloat3 directContribution = floor(saturate(lightContribution) * 2.0);\n\t\t\t\tfloat3 finalColor = baseColor * lerp(0, _LightColor0.rgb, saturate(directContribution + ((1 - _Shadow) * attenuation)));\n\t\t\t\tfixed4 finalRGBA = fixed4(finalColor,1) * i.col;\n\n                #if !defined(_ALPHABLEND_ON) && !defined(_ALPHAPREMULTIPLY_ON)\n                    UNITY_OPAQUE_ALPHA(finalRGBA.a);\n                #endif\n\n\t\t\t\tUNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n\t\t\t\treturn finalRGBA;\n\t\t\t}\n\t\t\tENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tName \"SHADOW_CASTER\"\n\t\t\tTags{ \"LightMode\" = \"ShadowCaster\" }\n\n\t\t\tZWrite On ZTest LEqual\n\n\t\t\tCGPROGRAM\n\t\t\t#pragma shader_feature _ _ALPHATEST_ON _ALPHABLEND_ON _ALPHAPREMULTIPLY_ON\n\t\t\t#include \"..\\CGIncludes\\FlatLitToonShadows.cginc\"\n\t\t\t\n\t\t\t#pragma multi_compile_shadowcaster\n\t\t\t#pragma fragmentoption ARB_precision_hint_fastest\n\n\t\t\t#pragma only_renderers d3d11 glcore gles\n\t\t\t#pragma target 4.0\n\n\t\t\t#pragma vertex vertShadowCaster\n\t\t\t#pragma fragment fragShadowCaster\n\t\t\tENDCG\n\t\t}\n\t}\n\tFallBack \"Diffuse\"\n\tCustomEditor \"CubedsUnityShaders.FlatLitToonInspector\"\n}"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Distance Fade.shader",
    "content": "// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'\n// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\n// Shader created with Shader Forge v1.27 \n// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/\n// Note: Manually altering this data may prevent you from opening it in Shader Forge\n/*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:2,rntp:3,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:34890,y:32520,varname:node_9361,prsc:2|custl-5720-OUT,clip-3507-OUT;n:type:ShaderForge.SFN_Tex2d,id:851,x:33995,y:32176,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Color,id:5927,x:33995,y:32382,ptovrint:False,ptlb:Color,ptin:_Color,varname:node_5927,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,c1:1,c2:1,c3:1,c4:1;n:type:ShaderForge.SFN_Multiply,id:544,x:34455,y:32305,cmnt:Diffuse 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Amount,ptin:_DitherAmount,varname:node_1014,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,min:0,cur:0.28,max:1;n:type:ShaderForge.SFN_Distance,id:6911,x:34318,y:32924,varname:node_6911,prsc:2|A-2191-XYZ,B-9858-XYZ;n:type:ShaderForge.SFN_FragmentPosition,id:2191,x:34121,y:32786,varname:node_2191,prsc:2;n:type:ShaderForge.SFN_ViewPosition,id:9858,x:34121,y:32924,varname:node_9858,prsc:2;n:type:ShaderForge.SFN_Multiply,id:3363,x:34492,y:32924,varname:node_3363,prsc:2|A-6911-OUT,B-4164-OUT;n:type:ShaderForge.SFN_OneMinus,id:3507,x:34673,y:32924,varname:node_3507,prsc:2|IN-3363-OUT;proporder:851-5927-7279-1014;pass:END;sub:END;*/\n\nShader \"CubedParadox/Flat Lit Toon Distance Fade\" {\n    Properties {\n        _MainTex (\"MainTex\", 2D) = \"white\" {}\n        _Color (\"Color\", Color) = (1,1,1,1)\n        _ColorMask (\"ColorMask\", 2D) = \"black\" {}\n        _DitherAmount (\"Dither Amount\", Range(0, 1)) = 0.28\n        [HideInInspector]_Cutoff (\"Alpha cutoff\", Range(0,1)) = 0.5\n    }\n    SubShader {\n        Tags {\n            \"Queue\"=\"AlphaTest\"\n            \"RenderType\"=\"TransparentCutout\"\n        }\n        Pass {\n            Name \"FORWARD\"\n            Tags {\n                \"LightMode\"=\"ForwardBase\"\n            }\n            \n            \n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #define UNITY_PASS_FORWARDBASE\n            #include \"UnityCG.cginc\"\n            #pragma multi_compile_fwdbase_fullshadows\n            #pragma multi_compile_fog\n            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 \n            #pragma target 3.0\n            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;\n            uniform float4 _Color;\n            float3 CubemapReflections( float3 reflVect ){\n            float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);\n            float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);\n            return reflCol * 0.02;\n            }\n            \n            float3 Function_node_3693( float3 normal ){\n            return ShadeSH9(half4(normal, 1.0));\n            \n            }\n            \n            uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;\n            uniform float _DitherAmount;\n            struct VertexInput {\n                float4 vertex : POSITION;\n                float2 texcoord0 : TEXCOORD0;\n            };\n            struct VertexOutput {\n                float4 pos : SV_POSITION;\n                float2 uv0 : TEXCOORD0;\n                float4 posWorld : TEXCOORD1;\n                UNITY_FOG_COORDS(2)\n            };\n            VertexOutput vert (VertexInput v) {\n                VertexOutput o = (VertexOutput)0;\n                o.uv0 = v.texcoord0;\n                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );\n                o.posWorld = mul(unity_ObjectToWorld, v.vertex);\n                o.pos = UnityObjectToClipPos(v.vertex );\n                UNITY_TRANSFER_FOG(o,o.pos);\n                return o;\n            }\n            float4 frag(VertexOutput i) : COLOR {\n                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );\n                float2 node_8453_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;\n                float2 node_8453_rnd = 4.789*sin(489.123*(node_8453_skew));\n                float node_8453 = frac(node_8453_rnd.x*node_8453_rnd.y*(1+node_8453_skew.x));\n                clip((1.0 - (distance(i.posWorld.rgb,_WorldSpaceCameraPos)*lerp(1.0,node_8453,_DitherAmount))) - 0.5);\n////// Lighting:\n                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));\n                float4 _ColorMask_var = tex2D(_ColorMask,TRANSFORM_TEX(i.uv0, _ColorMask));\n                float3 finalColor = (lerp((_MainTex_var.rgb*_Color.rgb),_MainTex_var.rgb,_ColorMask_var.r)*saturate((Function_node_3693( float3(0,1,0) )+CubemapReflections( normalize((_WorldSpaceCameraPos-objPos.rgb)) ))));\n                fixed4 finalRGBA = fixed4(finalColor,1);\n                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);\n                return finalRGBA;\n            }\n            ENDCG\n        }\n        Pass {\n            Name \"ShadowCaster\"\n            Tags {\n                \"LightMode\"=\"ShadowCaster\"\n            }\n            Offset 1, 1\n            \n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #define UNITY_PASS_SHADOWCASTER\n            #include \"UnityCG.cginc\"\n            #include \"Lighting.cginc\"\n            #pragma fragmentoption ARB_precision_hint_fastest\n            #pragma multi_compile_shadowcaster\n            #pragma multi_compile_fog\n            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 \n            #pragma target 3.0\n            uniform float _DitherAmount;\n            struct VertexInput {\n                float4 vertex : POSITION;\n                float2 texcoord0 : TEXCOORD0;\n            };\n            struct VertexOutput {\n                V2F_SHADOW_CASTER;\n                float2 uv0 : TEXCOORD1;\n                float4 posWorld : TEXCOORD2;\n            };\n            VertexOutput vert (VertexInput v) {\n                VertexOutput o = (VertexOutput)0;\n                o.uv0 = v.texcoord0;\n                o.posWorld = mul(unity_ObjectToWorld, v.vertex);\n                o.pos = UnityObjectToClipPos(v.vertex );\n                TRANSFER_SHADOW_CASTER(o)\n                return o;\n            }\n            float4 frag(VertexOutput i) : COLOR {\n                float2 node_8453_skew = i.uv0 + 0.2127+i.uv0.x*0.3713*i.uv0.y;\n                float2 node_8453_rnd = 4.789*sin(489.123*(node_8453_skew));\n                float node_8453 = frac(node_8453_rnd.x*node_8453_rnd.y*(1+node_8453_skew.x));\n                clip((1.0 - (distance(i.posWorld.rgb,_WorldSpaceCameraPos)*lerp(1.0,node_8453,_DitherAmount))) - 0.5);\n                SHADOW_CASTER_FRAGMENT(i)\n            }\n            ENDCG\n        }\n    }\n    FallBack \"Diffuse\"\n    CustomEditor \"ShaderForgeMaterialInspector\"\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/Shaders/Misc Shaders/Flat Lit Toon Rainbow.shader",
    "content": "// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'\n// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\n// Shader created with Shader Forge v1.27 \n// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/\n// Note: Manually altering this data may prevent you from opening it in Shader Forge\n/*SF_DATA;ver:1.27;sub:START;pass:START;ps:flbk:,iptp:0,cusa:False,bamd:0,lico:1,lgpr:1,limd:0,spmd:1,trmd:0,grmd:0,uamb:True,mssp:True,bkdf:False,hqlp:False,rprd:False,enco:False,rmgx:True,rpth:0,vtps:0,hqsc:True,nrmq:1,nrsp:0,vomd:0,spxs:False,tesm:0,olmd:1,culm:0,bsrc:0,bdst:1,dpts:2,wrdp:True,dith:0,rfrpo:True,rfrpn:Refraction,coma:15,ufog:True,aust:True,igpj:False,qofs:0,qpre:1,rntp:1,fgom:False,fgoc:False,fgod:False,fgor:False,fgmd:0,fgcr:0.5,fgcg:0.5,fgcb:0.5,fgca:1,fgde:0.01,fgrn:0,fgrf:300,stcl:False,stva:128,stmr:255,stmw:255,stcp:6,stps:0,stfa:0,stfz:0,ofsf:0,ofsu:0,f2p0:False,fnsp:False,fnfb:False;n:type:ShaderForge.SFN_Final,id:9361,x:34890,y:32520,varname:node_9361,prsc:2|custl-5720-OUT;n:type:ShaderForge.SFN_LightColor,id:3406,x:33718,y:32826,varname:node_3406,prsc:2;n:type:ShaderForge.SFN_Tex2d,id:851,x:33995,y:32176,ptovrint:False,ptlb:MainTex,ptin:_MainTex,varname:node_851,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:0,isnm:False;n:type:ShaderForge.SFN_Multiply,id:544,x:34303,y:32280,cmnt:Diffuse Color,varname:node_544,prsc:2|A-851-RGB,B-9738-OUT;n:type:ShaderForge.SFN_Code,id:4082,x:33398,y:32674,varname:node_4082,prsc:2,code:ZgBsAG8AYQB0ADQAIAB2AGEAbAAgAD0AIABVAE4ASQBUAFkAXwBTAEEATQBQAEwARQBfAFQARQBYAEMAVQBCAEUAXwBMAE8ARAAoAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwACwAIAByAGUAZgBsAFYAZQBjAHQALAAgADcAKQA7AAoAZgBsAG8AYQB0ADMAIAByAGUAZgBsAEMAbwBsACAAPQAgAEQAZQBjAG8AZABlAEgARABSACgAdgBhAGwALAAgAHUAbgBpAHQAeQBfAFMAcABlAGMAQwB1AGIAZQAwAF8ASABEAFIAKQA7AAoAcgBlAHQAdQByAG4AIAByAGUAZgBsAEMAbwBsACAAKgAgADAALgAwADIAOwA=,output:2,fname:CubemapReflections,width:515,height:130,input:2,input_1_label:reflVect|A-7331-OUT;n:type:ShaderForge.SFN_Code,id:3693,x:33621,y:32526,varname:node_3693,prsc:2,code:cgBlAHQAdQByAG4AIABTAGgAYQBkAGUAUwBIADkAKABoAGEAbABmADQAKABuAG8AcgBtAGEAbAAsACAAMQAuADAAKQApADsACgA=,output:2,fname:Function_node_3693,width:292,height:112,input:2,input_1_label:normal|A-9945-OUT;n:type:ShaderForge.SFN_Multiply,id:9937,x:33901,y:32901,varname:node_9937,prsc:2|A-3406-RGB,B-5621-OUT;n:type:ShaderForge.SFN_LightAttenuation,id:5621,x:33718,y:32968,varname:node_5621,prsc:2;n:type:ShaderForge.SFN_Multiply,id:5720,x:34648,y:32606,varname:node_5720,prsc:2|A-5427-OUT,B-4653-OUT;n:type:ShaderForge.SFN_Clamp01,id:4653,x:34318,y:32626,varname:node_4653,prsc:2|IN-6707-OUT;n:type:ShaderForge.SFN_ViewPosition,id:102,x:32825,y:32593,varname:node_102,prsc:2;n:type:ShaderForge.SFN_Subtract,id:1025,x:33026,y:32674,varname:node_1025,prsc:2|A-102-XYZ,B-996-XYZ;n:type:ShaderForge.SFN_ObjectPosition,id:996,x:32825,y:32736,varname:node_996,prsc:2;n:type:ShaderForge.SFN_Add,id:6707,x:34121,y:32626,varname:node_6707,prsc:2|A-3693-OUT,B-4082-OUT,C-9937-OUT;n:type:ShaderForge.SFN_Normalize,id:7331,x:33197,y:32674,varname:node_7331,prsc:2|IN-1025-OUT;n:type:ShaderForge.SFN_Vector3,id:9945,x:33409,y:32525,varname:node_9945,prsc:2,v1:0,v2:1,v3:0;n:type:ShaderForge.SFN_Lerp,id:5427,x:34757,y:32245,varname:node_5427,prsc:2|A-544-OUT,B-851-RGB,T-7279-R;n:type:ShaderForge.SFN_Tex2d,id:7279,x:34190,y:32459,ptovrint:False,ptlb:ColorMask,ptin:_ColorMask,varname:node_7279,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,ntxv:2,isnm:False;n:type:ShaderForge.SFN_HsvToRgb,id:9738,x:33761,y:32231,varname:node_9738,prsc:2|H-1939-TSL,S-1783-OUT,V-3302-OUT;n:type:ShaderForge.SFN_ValueProperty,id:1783,x:33520,y:32258,ptovrint:False,ptlb:Saturation,ptin:_Saturation,varname:node_1783,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_ValueProperty,id:3302,x:33520,y:32338,ptovrint:False,ptlb:Value,ptin:_Value,varname:node_3302,prsc:2,glob:False,taghide:False,taghdr:False,tagprd:False,tagnsco:False,tagnrm:False,v1:0;n:type:ShaderForge.SFN_Time,id:1939,x:33520,y:32106,varname:node_1939,prsc:2;proporder:851-7279-1783-3302;pass:END;sub:END;*/\n\nShader \"CubedParadox/Flat Lit Toon Rainbow\" {\n    Properties {\n        _MainTex (\"MainTex\", 2D) = \"white\" {}\n        _ColorMask (\"ColorMask\", 2D) = \"black\" {}\n        _Saturation (\"Saturation\", Float ) = 0\n        _Value (\"Value\", Float ) = 0\n        _Speed (\"Speed\", Float ) = 0\n    }\n    SubShader {\n        Tags {\n            \"RenderType\"=\"Opaque\"\n        }\n        \n        CGPROGRAM\n        #pragma surface surf Lambert addshadow\n        struct Input {\n            float4 color : COLOR;\n        };\n        void surf(Input IN, inout SurfaceOutput o) {\n            o.Albedo = 1;\n        }\n        ENDCG\n        \n        Pass {\n            Name \"FORWARD\"\n            Tags {\n                \"LightMode\"=\"ForwardBase\"\n            }\n            \n            \n            CGPROGRAM\n            #pragma vertex vert\n            #pragma fragment frag\n            #define UNITY_PASS_FORWARDBASE\n            #include \"UnityCG.cginc\"\n            #include \"AutoLight.cginc\"\n            #include \"Lighting.cginc\"\n            #pragma multi_compile_fwdbase_fullshadows\n            #pragma multi_compile_fog\n            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 \n            #pragma target 3.0\n            uniform float4 _TimeEditor;\n            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;\n            float3 CubemapReflections( float3 reflVect ){\n            float4 val = UNITY_SAMPLE_TEXCUBE_LOD(unity_SpecCube0, reflVect, 7);\n            float3 reflCol = DecodeHDR(val, unity_SpecCube0_HDR);\n            return reflCol * 0.02;\n            }\n            \n            float3 Function_node_3693( float3 normal ){\n            return ShadeSH9(half4(normal, 1.0));\n            \n            }\n            \n            uniform sampler2D _ColorMask; uniform float4 _ColorMask_ST;\n            uniform float _Saturation;\n            uniform float _Value;\n            uniform float _Speed;\n\n            struct VertexInput {\n                float4 vertex : POSITION;\n                float2 texcoord0 : TEXCOORD0;\n            };\n            struct VertexOutput {\n                float4 pos : SV_POSITION;\n                float2 uv0 : TEXCOORD0;\n                LIGHTING_COORDS(1,2)\n                UNITY_FOG_COORDS(3)\n            };\n            VertexOutput vert (VertexInput v) {\n                VertexOutput o = (VertexOutput)0;\n                o.uv0 = v.texcoord0;\n                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );\n                float3 lightColor = _LightColor0.rgb;\n                o.pos = UnityObjectToClipPos(v.vertex );\n                UNITY_TRANSFER_FOG(o,o.pos);\n                TRANSFER_VERTEX_TO_FRAGMENT(o)\n                return o;\n            }\n            float4 frag(VertexOutput i) : COLOR {\n                float4 objPos = mul ( unity_ObjectToWorld, float4(0,0,0,1) );\n                float3 lightColor = 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    "content": "// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\n// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'\n\n// Character shader\n// Includes falloff shadow and highlight, specular, reflection, and normal mapping\n\n#define ENABLE_CAST_SHADOWS\n\n// Material parameters\nfloat4 _Color;\nfloat4 _ShadowColor;\nfloat4 _LightColor0;\nfloat _SpecularPower;\nfloat4 _MainTex_ST;\n\n// Textures\nsampler2D _MainTex;\nsampler2D _FalloffSampler;\nsampler2D _RimLightSampler;\nsampler2D _SpecularReflectionSampler;\nsampler2D _EnvMapSampler;\nsampler2D _NormalMapSampler;\n\n// Constants\n#define FALLOFF_POWER 0.3\n\n#ifdef ENABLE_CAST_SHADOWS\n\n// Structure from vertex shader to fragment shader\nstruct v2f\n{\n\tfloat4 pos      : SV_POSITION;\n\tLIGHTING_COORDS( 0, 1 )\n\tfloat2 uv       : TEXCOORD2;\n\tfloat3 eyeDir   : TEXCOORD3;\n\tfloat3 lightDir : TEXCOORD4;\n\tfloat3 normal   : TEXCOORD5;\n#ifdef ENABLE_NORMAL_MAP\n\tfloat3 tangent  : TEXCOORD6;\n\tfloat3 binormal : TEXCOORD7;\n#endif\n};\n\n#else\n\n// Structure from vertex shader to fragment shader\nstruct v2f\n{\n\tfloat4 pos      : SV_POSITION;\n\tfloat2 uv       : TEXCOORD0;\n\tfloat3 eyeDir   : TEXCOORD1;\n\tfloat3 lightDir : TEXCOORD2;\n\tfloat3 normal   : TEXCOORD3;\n#ifdef ENABLE_NORMAL_MAP\n\tfloat3 tangent  : TEXCOORD4;\n\tfloat3 binormal : TEXCOORD5;\n#endif\n};\n\n#endif\n\n// Float types\n#define float_t    half\n#define float2_t   half2\n#define float3_t   half3\n#define float4_t   half4\n#define float3x3_t half3x3\n\n// Vertex shader\nv2f vert( appdata_tan v )\n{\n\tv2f o;\n\to.pos = UnityObjectToClipPos( v.vertex );\n\to.uv.xy = TRANSFORM_TEX( v.texcoord.xy, _MainTex );\n\to.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );\n\t\n\t// Eye direction vector\n\thalf4 worldPos = mul( unity_ObjectToWorld, v.vertex );\n\to.eyeDir.xyz = normalize( _WorldSpaceCameraPos.xyz - worldPos.xyz ).xyz;\n\to.lightDir = WorldSpaceLightDir( v.vertex );\n\t\n#ifdef ENABLE_NORMAL_MAP\t\n\t// Binormal and tangent (for normal map)\n\to.tangent = normalize( mul( unity_ObjectToWorld, float4_t( v.tangent.xyz, 0 ) ).xyz );\n\to.binormal = normalize( cross( o.normal, o.tangent ) * v.tangent.w );\n#endif\n\n#ifdef ENABLE_CAST_SHADOWS\n\tTRANSFER_VERTEX_TO_FRAGMENT( o );\n#endif\n\n\treturn o;\n}\n\n// Overlay blend\ninline float3_t GetOverlayColor( float3_t inUpper, float3_t inLower )\n{\n\tfloat3_t oneMinusLower = float3_t( 1.0, 1.0, 1.0 ) - inLower;\n\tfloat3_t valUnit = 2.0 * oneMinusLower;\n\tfloat3_t minValue = 2.0 * inLower - float3_t( 1.0, 1.0, 1.0 );\n\tfloat3_t greaterResult = inUpper * valUnit + minValue;\n\n\tfloat3_t lowerResult = 2.0 * inLower * inUpper;\n\n\thalf3 lerpVals = round(inLower);\n\treturn lerp(lowerResult, greaterResult, lerpVals);\n}\n\n#ifdef ENABLE_NORMAL_MAP\n\n// Compute normal from normal map\ninline float3_t GetNormalFromMap( v2f input )\n{\n\tfloat3_t normalVec = normalize( tex2D( _NormalMapSampler, input.uv ).xyz * 2.0 - 1.0 );\n\tfloat3x3_t localToWorldTranspose = float3x3_t(\n\t\tinput.tangent,\n\t\tinput.binormal,\n\t\tinput.normal\n\t);\n\t\n\tnormalVec = normalize( mul( normalVec, localToWorldTranspose ) );\n\treturn normalVec;\n}\n\n#endif\n\n// Fragment shader\nfloat4 frag( v2f i ) : COLOR\n{\n\tfloat4_t diffSamplerColor = tex2D( _MainTex, i.uv.xy );\n\n#ifdef ENABLE_NORMAL_MAP\n\tfloat3_t normalVec = GetNormalFromMap( i );\n#else\n\tfloat3_t normalVec = i.normal;\n#endif\n\n\t// Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient\n\tfloat_t normalDotEye = dot( normalVec, i.eyeDir.xyz );\n\tfloat_t falloffU = clamp( 1.0 - abs( normalDotEye ), 0.02, 0.98 );\n\tfloat4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );\n\tfloat3_t shadowColor = diffSamplerColor.rgb * diffSamplerColor.rgb;\n\tfloat3_t combinedColor = lerp( diffSamplerColor.rgb, shadowColor, falloffSamplerColor.r );\n\tcombinedColor *= ( 1.0 + falloffSamplerColor.rgb * falloffSamplerColor.a );\n\n\t// Specular\n\t// Use the eye vector as the light vector\n\tfloat4_t reflectionMaskColor = tex2D( _SpecularReflectionSampler, i.uv.xy );\n\tfloat_t specularDot = dot( normalVec, i.eyeDir.xyz );\n\tfloat4_t lighting = lit( normalDotEye, specularDot, _SpecularPower );\n\tfloat3_t specularColor = saturate( lighting.z ) * reflectionMaskColor.rgb * diffSamplerColor.rgb;\n\tcombinedColor += specularColor;\n\t\n\t// Reflection\n\tfloat3_t reflectVector = reflect( -i.eyeDir.xyz, normalVec ).xzy;\n\tfloat2_t sphereMapCoords = 0.5 * ( float2_t( 1.0, 1.0 ) + reflectVector.xy );\n\tfloat3_t reflectColor = tex2D( _EnvMapSampler, sphereMapCoords ).rgb;\n\treflectColor = GetOverlayColor( reflectColor, combinedColor );\n\n\tcombinedColor = lerp( combinedColor, reflectColor, reflectionMaskColor.a );\n\tcombinedColor *= _Color.rgb * _LightColor0.rgb;\n\tfloat opacity = diffSamplerColor.a * _Color.a * _LightColor0.a;\n\n#ifdef ENABLE_CAST_SHADOWS\n\t// Cast shadows\n\tshadowColor = _ShadowColor.rgb * combinedColor;\n\tfloat_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );\n\tcombinedColor = lerp( shadowColor, combinedColor, attenuation );\n#endif\n\n\t// Rimlight\n\tfloat_t rimlightDot = saturate( 0.5 * ( dot( normalVec, i.lightDir ) + 1.0 ) );\n\tfalloffU = saturate( rimlightDot * falloffU );\n\tfalloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;\n\tfloat3_t lightColor = diffSamplerColor.rgb; // * 2.0;\n\tcombinedColor += falloffU * lightColor;\n\n\treturn float4( combinedColor, opacity );\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaOutline.cg",
    "content": "// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\n// Outline shader\n\n// Material parameters\nfloat4 _Color;\nfloat4 _LightColor0;\nfloat _EdgeThickness = 1.0;\nfloat4 _MainTex_ST;\n\n// Textures\nsampler2D _MainTex;\n\n// Structure from vertex shader to fragment shader\nstruct v2f\n{\n\tfloat4 pos : SV_POSITION;\n\tfloat2 uv : TEXCOORD0;\n};\n\n// Float types\n#define float_t  half\n#define float2_t half2\n#define float3_t half3\n#define float4_t half4\n\n// Outline thickness multiplier\n#define INV_EDGE_THICKNESS_DIVISOR 0.00285\n// Outline color parameters\n#define SATURATION_FACTOR 0.6\n#define BRIGHTNESS_FACTOR 0.8\n\n// Vertex shader\nv2f vert( appdata_base v )\n{\n\tv2f o;\n\to.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex );\n\n\thalf4 projSpacePos = UnityObjectToClipPos( v.vertex );\n\thalf4 projSpaceNormal = normalize( UnityObjectToClipPos( half4( v.normal, 0 ) ) );\n\thalf4 scaledNormal = _EdgeThickness * INV_EDGE_THICKNESS_DIVISOR * projSpaceNormal; // * projSpacePos.w;\n\n\tscaledNormal.z += 0.00001;\n\to.pos = projSpacePos + scaledNormal;\n\n\treturn o;\n}\n\n// Fragment shader\nfloat4 frag( v2f i ) : COLOR\n{\n\tfloat4_t diffuseMapColor = tex2D( _MainTex, i.uv );\n\n\tfloat_t maxChan = max( max( diffuseMapColor.r, diffuseMapColor.g ), diffuseMapColor.b );\n\tfloat4_t newMapColor = diffuseMapColor;\n\n\tmaxChan -= ( 1.0 / 255.0 );\n\tfloat3_t lerpVals = saturate( ( newMapColor.rgb - float3( maxChan, maxChan, maxChan ) ) * 255.0 );\n\tnewMapColor.rgb = lerp( SATURATION_FACTOR * newMapColor.rgb, newMapColor.rgb, lerpVals );\n\t\n\treturn float4( BRIGHTNESS_FACTOR * newMapColor.rgb * diffuseMapColor.rgb, diffuseMapColor.a ) * _Color * _LightColor0; \n}\n"
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg",
    "content": "// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'\n\n// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'\n\n// Character skin shader\n// Includes falloff shadow\n\n#define ENABLE_CAST_SHADOWS\n\n// Material parameters\nfloat4 _Color;\nfloat4 _ShadowColor;\nfloat4 _LightColor0;\nfloat4 _MainTex_ST;\n\n// Textures\nsampler2D _MainTex;\nsampler2D _FalloffSampler;\nsampler2D _RimLightSampler;\n\n// Constants\n#define FALLOFF_POWER 1.0\n\n#ifdef ENABLE_CAST_SHADOWS\n\n// Structure from vertex shader to fragment shader\nstruct v2f\n{\n\tfloat4 pos    : SV_POSITION;\n\tLIGHTING_COORDS( 0, 1 )\n\tfloat3 normal : TEXCOORD2;\n\tfloat2 uv     : TEXCOORD3;\n\tfloat3 eyeDir : TEXCOORD4;\n\tfloat3 lightDir : TEXCOORD5;\n};\n\n#else\n\t\n// Structure from vertex shader to fragment shader\nstruct v2f\n{\n\tfloat4 pos    : SV_POSITION;\n\tfloat3 normal : TEXCOORD0;\n\tfloat2 uv     : TEXCOORD1;\n\tfloat3 eyeDir : TEXCOORD2;\n\tfloat3 lightDir : TEXCOORD3;\n};\n\t\n#endif\n\n// Float types\n#define float_t  half\n#define float2_t half2\n#define float3_t half3\n#define float4_t half4\n\n// Vertex shader\nv2f vert( appdata_base v )\n{\n\tv2f o;\n\to.pos = UnityObjectToClipPos( v.vertex );\n\to.uv = TRANSFORM_TEX( v.texcoord.xy, _MainTex );\n\to.normal = normalize( mul( unity_ObjectToWorld, float4_t( v.normal, 0 ) ).xyz );\n\t\n\t// Eye direction vector\n\tfloat4_t worldPos =  mul( unity_ObjectToWorld, v.vertex );\n\to.eyeDir = normalize( _WorldSpaceCameraPos - worldPos );\n\n\to.lightDir = WorldSpaceLightDir( v.vertex );\n\n#ifdef ENABLE_CAST_SHADOWS\n\tTRANSFER_VERTEX_TO_FRAGMENT( o );\n#endif\n\n\treturn o;\n}\n\n// Fragment shader\nfloat4 frag( v2f i ) : COLOR\n{\n\tfloat4_t diffSamplerColor = tex2D( _MainTex, i.uv );\n\n\t// Falloff. Convert the angle between the normal and the camera direction into a lookup for the gradient\n\tfloat_t normalDotEye = dot( i.normal, i.eyeDir );\n\tfloat_t falloffU = clamp( 1 - abs( normalDotEye ), 0.02, 0.98 );\n\tfloat4_t falloffSamplerColor = FALLOFF_POWER * tex2D( _FalloffSampler, float2( falloffU, 0.25f ) );\n\tfloat3_t combinedColor = lerp( diffSamplerColor.rgb, falloffSamplerColor.rgb * diffSamplerColor.rgb, falloffSamplerColor.a );\n\n\t// Rimlight\n\tfloat_t rimlightDot = saturate( 0.5 * ( dot( i.normal, i.lightDir ) + 1.0 ) );\n\tfalloffU = saturate( rimlightDot * falloffU );\n\t//falloffU = saturate( ( rimlightDot * falloffU - 0.5 ) * 32.0 );\n\tfalloffU = tex2D( _RimLightSampler, float2( falloffU, 0.25f ) ).r;\n\tfloat3_t lightColor = diffSamplerColor.rgb * 0.5; // * 2.0;\n\tcombinedColor += falloffU * lightColor;\n\n#ifdef ENABLE_CAST_SHADOWS\n\t// Cast shadows\n\tfloat3_t shadowColor = _ShadowColor.rgb * combinedColor;\n\tfloat_t attenuation = saturate( 2.0 * LIGHT_ATTENUATION( i ) - 1.0 );\n\tcombinedColor = lerp( shadowColor, combinedColor, attenuation );\n#endif\n\n\treturn float4_t( combinedColor, diffSamplerColor.a ) * _Color * _LightColor0;\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/CharaSkin.cg.meta",
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_akarami_blend.shader",
    "content": "Shader \"UnityChan/Blush - Transparent\"\n{\n\tProperties\n\t{\n\t\t_Color (\"Main Color\", Color) = (1, 1, 1, 1)\n\t\t_ShadowColor (\"Shadow Color\", Color) = (0.8, 0.8, 1, 1)\n\n\t\t_MainTex (\"Diffuse\", 2D) = \"white\" {}\n\t\t_FalloffSampler (\"Falloff Control\", 2D) = \"white\" {}\n\t\t_RimLightSampler (\"RimLight Control\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tBlend SrcAlpha OneMinusSrcAlpha, One One \n\t\tZWrite Off\n\t\tTags\n\t\t{\n\t\t\t\"Queue\"=\"Geometry+3\"\n\t\t\t\"IgnoreProjector\"=\"True\"\n\t\t\t\"RenderType\"=\"Overlay\"\n\t\t\t\"LightMode\"=\"ForwardBase\"\n\t\t}\n\t\t\n\t\tPass\n\t\t{\n\t\t\tCull Back\n\t\t\tZTest LEqual\nCGPROGRAM\n#pragma multi_compile_fwdbase\n#pragma target 3.0\n#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#include \"CharaSkin.cg\"\nENDCG\n\t\t}\n\t}\n\n\tFallBack \"Transparent/Cutout/Diffuse\"\n}\n"
  },
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader",
    "content": "Shader \"UnityChan/Eye\"\n{\n\tProperties\n\t{\n\t\t_Color (\"Main Color\", Color) = (1, 1, 1, 1)\n\t\t_ShadowColor (\"Shadow Color\", Color) = (0.8, 0.8, 1, 1)\n\t\t\n\t\t_MainTex (\"Diffuse\", 2D) = \"white\" {}\n\t\t_FalloffSampler (\"Falloff Control\", 2D) = \"white\" {}\n\t\t_RimLightSampler (\"RimLight Control\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"RenderType\"=\"Opaque\"\n\t\t\t\"Queue\"=\"Geometry\"\n\t\t\t\"LightMode\"=\"ForwardBase\"\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Back\n\t\t\tZTest LEqual\nCGPROGRAM\n#pragma multi_compile_fwdbase\n#pragma target 3.0\n#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#include \"CharaSkin.cg\"\nENDCG\n\t\t}\n\t}\n\n\tFallBack \"Transparent/Cutout/Diffuse\"\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye.shader.meta",
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eye_blend.shader",
    "content": "Shader \"UnityChan/Eye - Transparent\"\n{\n\tProperties\n\t{\n\t\t_Color (\"Main Color\", Color) = (1, 1, 1, 1)\n\t\t_ShadowColor (\"Shadow Color\", Color) = (0.8, 0.8, 1, 1)\n\t\t\n\t\t_MainTex (\"Diffuse\", 2D) = \"white\" {}\n\t\t_FalloffSampler (\"Falloff Control\", 2D) = \"white\" {}\n\t\t_RimLightSampler (\"RimLight Control\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tBlend SrcAlpha OneMinusSrcAlpha, One One \n\t\tTags\n\t\t{\n\t\t\t\"Queue\"=\"Geometry+1\" // Transparent+1\"\n\t\t\t\"IgnoreProjector\"=\"True\"\n\t\t\t\"RenderType\"=\"Overlay\"\n\t\t\t\"LightMode\"=\"ForwardBase\"\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Back\n\t\t\tZTest LEqual\nCGPROGRAM\n#pragma multi_compile_fwdbase\n#pragma target 3.0\n#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#include \"CharaSkin.cg\"\nENDCG\n\t\t}\n\t}\n\n\tFallBack \"Transparent/Cutout/Diffuse\"\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader",
    "content": "Shader \"UnityChan/Eyelash - Transparent\"\n{\n\tProperties\n\t{\n\t\t_Color (\"Main Color\", Color) = (1, 1, 1, 1)\n\t\t_ShadowColor (\"Shadow Color\", Color) = (0.8, 0.8, 1, 1)\n\t\n\t\t_MainTex (\"Diffuse\", 2D) = \"white\" {}\n\t\t_FalloffSampler (\"Falloff Control\", 2D) = \"white\" {}\n\t\t_RimLightSampler (\"RimLight Control\", 2D) = \"white\" {}\n\t}\n\n\tSubShader\n\t{\n\t\tBlend SrcAlpha OneMinusSrcAlpha, One One \n\t\tTags\n\t\t{\n\t\t\t\"Queue\"=\"Geometry+2\"\n\t\t\t// \"IgnoreProjector\"=\"True\"\n\t\t\t\"RenderType\"=\"Overlay\"\n\t\t\t\"LightMode\"=\"ForwardBase\"\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Back\n\t\t\tZTest LEqual\nCGPROGRAM\n#pragma multi_compile_fwdbase\n#pragma target 3.0\n#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#include \"CharaSkin.cg\"\nENDCG\n\t\t}\n\t}\n\n\tFallBack \"Transparent/Cutout/Diffuse\"\n}\n"
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_eyelash_blend.shader.meta",
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    "path": "Assets/Cubed's Unity Shaders/UnityChan/Models/UnityChanShader/Shader/Unitychan_chara_fuku.shader",
    "content": "Shader \"UnityChan/Clothing\"\n{\n\tProperties\n\t{\n\t\t_Color (\"Main Color\", Color) = (1, 1, 1, 1)\n\t\t_ShadowColor (\"Shadow Color\", Color) = (0.8, 0.8, 1, 1)\n\t\t_SpecularPower (\"Specular Power\", Float) = 20\n\t\t_EdgeThickness (\"Outline Thickness\", Float) = 1\n\t\t\n\t\t_MainTex (\"Diffuse\", 2D) = \"white\" {}\n\t\t_FalloffSampler (\"Falloff Control\", 2D) = \"white\" {}\n\t\t_RimLightSampler (\"RimLight Control\", 2D) = \"white\" {}\n\t\t_SpecularReflectionSampler (\"Specular / Reflection Mask\", 2D) = \"white\" {}\n\t\t_EnvMapSampler (\"Environment Map\", 2D) = \"\" {} \n\t\t_NormalMapSampler (\"Normal Map\", 2D) = \"\" {} \n\t}\n\n\tSubShader\n\t{\n\t\tTags\n\t\t{\n\t\t\t\"RenderType\"=\"Opaque\"\n\t\t\t\"Queue\"=\"Geometry\"\n\t\t\t\"LightMode\"=\"ForwardBase\"\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Back\n\t\t\tZTest LEqual\nCGPROGRAM\n#pragma multi_compile_fwdbase\n#pragma target 3.0\n#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#include \"AutoLight.cginc\"\n#define ENABLE_NORMAL_MAP\n#include \"CharaMain.cg\"\nENDCG\n\t\t}\n\n\t\tPass\n\t\t{\n\t\t\tCull Front\n\t\t\tZTest Less\nCGPROGRAM\n#pragma target 3.0\n#pragma vertex vert\n#pragma fragment frag\n#include \"UnityCG.cginc\"\n#include \"CharaOutline.cg\"\nENDCG\n\t\t}\n\n\t}\n\n\tFallBack \"Transparent/Cutout/Diffuse\"\n}\n"
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Character1_RightHandThumb3\n    400100: Character1_RightHandThumb4\n    400102: Character1_RightLeg\n    400104: Character1_RightShoulder\n    400106: Character1_RightToeBase\n    400108: Character1_RightUpLeg\n    400110: Character1_Spine\n    400112: Character1_Spine1\n    400114: Character1_Spine2\n    400116: J_acce_00\n    400118: J_acce_01\n    400120: J_L_Arm_00_tw\n    400122: J_L_Elbow\n    400124: J_L_ForeArm_00_tw\n    400126: J_L_HairFront_00\n    400128: J_L_HairFront_01\n    400130: J_L_HairSide2_00\n    400132: J_L_HairSide2_01\n    400134: J_L_HairSide_00\n    400136: J_L_HairSide_01\n    400138: J_L_HairSide_02\n    400140: J_L_HairTail_00\n    400142: J_L_HairTail_01\n    400144: J_L_HairTail_02\n    400146: J_L_HairTail_03\n    400148: J_L_HeadRibbon_00\n    400150: J_L_HeadRibbon_01\n    400152: J_L_HeadRibbon_02\n    400154: J_L_HeadRibbon_03\n    400156: J_L_knee\n    400158: J_L_Skirt_00\n    400160: J_L_Skirt_01\n    400162: J_L_Skirt_02\n    400164: J_L_SkirtBack_01\n    400166: J_L_SkirtBack_02\n    400168: J_L_Sode_A00\n    400170: J_L_Sode_A01\n    400172: J_L_Sode_B00\n    400174: J_L_Sode_B01\n    400176: J_L_Sode_C00\n    400178: J_L_Sode_C01\n    400180: J_L_Sode_D00\n    400182: J_L_Sode_D01\n    400184: J_L_Sode_E00\n    400186: J_R_Arm_00_tw\n    400188: J_R_Elbow\n    400190: J_R_ForeArm_00_tw\n    400192: J_R_HairFront_00\n    400194: J_R_HairFront_01\n    400196: J_R_HairSide2_00\n    400198: J_R_HairSide2_01\n    400200: J_R_HairSide_00\n    400202: J_R_HairSide_01\n    400204: J_R_HairSide_02\n    400206: J_R_HairTail_00\n    400208: J_R_HairTail_01\n    400210: J_R_HairTail_02\n    400212: J_R_HairTail_03\n    400214: J_R_HeadRibbon_00\n    400216: J_R_HeadRibbon_01\n    400218: J_R_HeadRibbon_02\n    400220: J_R_HeadRibbon_03\n    400222: J_R_knee\n    400224: J_R_Skirt_00\n    400226: J_R_Skirt_01\n    400228: J_R_Skirt_02\n    400230: J_R_SkirtBack_01\n    400232: J_R_SkirtBack_02\n    400234: J_R_Sode_A00\n    400236: J_R_Sode_A01\n    400238: J_R_Sode_B00\n    400240: J_R_Sode_B01\n    400242: J_R_Sode_C00\n    400244: J_R_Sode_C01\n    400246: J_R_Sode_D00\n    400248: J_R_Sode_D01\n    400250: J_R_Sode_E00\n    400252: //RootNode\n    7400000: Standing@loop\n    7400002: Walking@loop\n    7400004: Running@loop\n    7400006: Jumping@loop\n    7400008: Damaged@loop\n    7400010: GoDown\n    7400012: DownToUp\n    7400014: KneelDown\n    7400016: KneelDownToUp\n    7400018: Salute\n    7400020: JumpToTop\n    7400022: TopOfJump\n    7400024: TopToGround\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    optimizeGameObjects: 0\n    motionNodeName: \n    animationCompression: 0\n    animationRotationError: .5\n    animationPositionError: .5\n    animationScaleError: .5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    clipAnimations:\n    - serializedVersion: 16\n      name: Standing@loop\n      takeName: Take 001\n      firstFrame: 10\n      lastFrame: 70\n      wrapMode: 0\n      orientationOffsetY: 0\n      level: 0\n      cycleOffset: 0\n      loop: 0\n      loopTime: 1\n      loopBlend: 1\n      loopBlendOrientation: 1\n      loopBlendPositionY: 1\n      loopBlendPositionXZ: 1\n      keepOriginalOrientation: 0\n      keepOriginalPositionY: 1\n      keepOriginalPositionXZ: 1\n      heightFromFeet: 0\n      mirror: 0\n      bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000\n      curves: []\n      events: []\n      transformMask:\n      - path: \n        weight: 1\n      - path: Character1_Reference\n        weight: 1\n      - path: Character1_Reference/center\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg/Character1_LeftFoot\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg/Character1_LeftFoot/Character1_LeftToeBase\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg/J_L_knee\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_RightUpLeg\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg/Character1_RightFoot\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_RightUpLeg/Character1_RightLeg/Character1_RightFoot/Character1_RightToeBase\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/Character1_RightUpLeg/J_R_knee\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_L_Skirt_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_L_Skirt_00/J_L_Skirt_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_L_Skirt_00/J_L_Skirt_01/J_L_Skirt_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_L_SkirtBack_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_L_SkirtBack_01/J_L_SkirtBack_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_R_Skirt_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_R_Skirt_00/J_R_Skirt_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_R_Skirt_00/J_R_Skirt_01/J_R_Skirt_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_R_SkirtBack_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Hips/J_R_SkirtBack_01/J_R_SkirtBack_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandIndex1\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandIndex1/Character1_LeftHandIndex2\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandIndex1/Character1_LeftHandIndex2/Character1_LeftHandIndex3\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandMiddle1\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandMiddle1/Character1_LeftHandMiddle2\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandMiddle1/Character1_LeftHandMiddle2/Character1_LeftHandMiddle3\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandPinky1\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandPinky1/Character1_LeftHandPinky2\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandPinky1/Character1_LeftHandPinky2/Character1_LeftHandPinky3\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandRing1\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandRing1/Character1_LeftHandRing2\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandRing1/Character1_LeftHandRing2/Character1_LeftHandRing3\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandThumb1\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandThumb1/Character1_LeftHandThumb2\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandThumb1/Character1_LeftHandThumb2/Character1_LeftHandThumb3\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/Character1_LeftHand/Character1_LeftHandThumb1/Character1_LeftHandThumb2/Character1_LeftHandThumb3/Character1_LeftHandThumb4\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Elbow\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_ForeArm_00_tw\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_A00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_A00/J_L_Sode_A01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_B00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_B00/J_L_Sode_B01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_C00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_C00/J_L_Sode_C01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_D00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/Character1_LeftForeArm/J_L_Sode_D00/J_L_Sode_D01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/J_L_Arm_00_tw\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_LeftShoulder/Character1_LeftArm/J_L_Arm_00_tw/J_L_Sode_E00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/bone_eye_L\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/bone_eye_R\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairFront_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairFront_00/J_L_HairFront_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairSide2_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairSide2_00/J_L_HairSide2_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairSide_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairSide_00/J_L_HairSide_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairSide_00/J_L_HairSide_01/J_L_HairSide_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairTail_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairTail_00/J_L_HairTail_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairTail_00/J_L_HairTail_01/J_L_HairTail_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HairTail_00/J_L_HairTail_01/J_L_HairTail_02/J_L_HairTail_03\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HeadRibbon_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HeadRibbon_00/J_L_HeadRibbon_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HeadRibbon_00/J_L_HeadRibbon_01/J_L_HeadRibbon_02\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_L_HeadRibbon_00/J_L_HeadRibbon_01/J_L_HeadRibbon_02/J_L_HeadRibbon_03\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_R_HairFront_00\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_R_HairFront_00/J_R_HairFront_01\n        weight: 1\n      - path: Character1_Reference/center/Character1_Spine/Character1_Spine1/Character1_Spine2/Character1_Neck/Character1_Head/J_R_HairSide2_00\n        weight: 1\n      - path: 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Standing@loop\n    7400002: Walking@loop\n    7400004: Running@loop\n    7400006: Jumping@loop\n    7400008: Damaged@loop\n    7400010: GoDown\n    7400012: DownToUp\n    7400014: KneelDown\n    7400016: KneelDownToUp\n    7400018: Salute\n    7400020: JumpToTop\n    7400022: TopOfJump\n    7400024: TopToGround\n    9500000: //RootNode\n  materials:\n    importMaterials: 1\n    materialName: 0\n    materialSearch: 1\n  animations:\n    legacyGenerateAnimations: 4\n    bakeSimulation: 0\n    optimizeGameObjects: 0\n    motionNodeName: \n    animationCompression: 3\n    animationRotationError: .5\n    animationPositionError: .5\n    animationScaleError: .5\n    animationWrapMode: 0\n    extraExposedTransformPaths: []\n    clipAnimations:\n    - serializedVersion: 16\n      name: Standing@loop\n      takeName: Take 001\n      firstFrame: 10\n      lastFrame: 70\n      wrapMode: 0\n      orientationOffsetY: 0\n      level: 0\n      cycleOffset: 0\n      loop: 0\n      loopTime: 1\n      loopBlend: 1\n      loopBlendOrientation: 1\n      loopBlendPositionY: 1\n      loopBlendPositionXZ: 1\n      keepOriginalOrientation: 0\n      keepOriginalPositionY: 1\n      keepOriginalPositionXZ: 1\n      heightFromFeet: 0\n      mirror: 0\n      bodyMask: 01000000010000000100000001000000010000000100000001000000010000000100000001000000010000000100000001000000\n      curves: []\n      events: []\n      transformMask:\n      - path: \n        weight: 1\n      - path: Character1_Reference\n        weight: 1\n      - path: Character1_Reference/Character1_Hips\n        weight: 1\n      - path: Character1_Reference/Character1_Hips/Character1_LeftUpLeg\n        weight: 1\n      - path: Character1_Reference/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg\n        weight: 1\n      - path: Character1_Reference/Character1_Hips/Character1_LeftUpLeg/Character1_LeftLeg/Character1_LeftFoot\n        weight: 1\n      - path: 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If one doesn't exist, make one.\n\t\tEditorWindow editorWindow = EditorWindow.GetWindow(typeof(Screenshot));\n\t\teditorWindow.autoRepaintOnSceneChange = true;\n\t\teditorWindow.Show();\n\t\teditorWindow.titleContent = new GUIContent( \"Screenshot\");\n\t}\n\n\tfloat lastTime;\n\n\n\tvoid OnGUI()\n\t{\n\t\tEditorGUILayout.LabelField (\"Resolution\", EditorStyles.boldLabel);\n\t\tresWidth = EditorGUILayout.IntField (\"Width\", resWidth);\n\t\tresHeight = EditorGUILayout.IntField (\"Height\", resHeight);\n\n\t\tEditorGUILayout.Space();\n\n\t\tscale = EditorGUILayout.IntSlider (\"Scale\", scale, 1, 15);\n\n\t\tEditorGUILayout.HelpBox(\"The default mode of screenshot is crop - so choose a proper width and height. 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You can make the background transparent using the transparency option.\",MessageType.None);\n\n\t\tEditorGUILayout.Space();\n\t\tEditorGUILayout.BeginVertical();\n\t\tEditorGUILayout.LabelField (\"Default Options\", EditorStyles.boldLabel);\n\n\n\t\tif(GUILayout.Button(\"Set To Screen Size\"))\n\t\t{\n\t\t\tresHeight = (int)Handles.GetMainGameViewSize().y;\n\t\t\tresWidth = (int)Handles.GetMainGameViewSize().x;\n\t\t\n\t\t}\n\n\n\t\tif(GUILayout.Button(\"Default Size\"))\n\t\t{\n\t\t\tresHeight = 1440;\n\t\t\tresWidth = 2560;\n\t\t\tscale = 1;\n\t\t}\n\n\n\n\t\tEditorGUILayout.EndVertical();\n\n\t\tEditorGUILayout.Space();\n\t\tEditorGUILayout.LabelField (\"Screenshot will be taken at \" + resWidth*scale + \" x \" + resHeight*scale + \" px\", EditorStyles.boldLabel);\n\n\t\tif(GUILayout.Button(\"Take Screenshot\",GUILayout.MinHeight(60)))\n\t\t{\n\t\t\tif(path == \"\")\n\t\t\t{\n\t\t\t\tpath = EditorUtility.SaveFolderPanel(\"Path to Save Images\",path,Application.dataPath);\n\t\t\t\tDebug.Log(\"Path Set\");\n\t\t\t\tTakeHiResShot();\n\t\t\t}\n\t\t\telse\n\t\t\t{\n\t\t\t\tTakeHiResShot();\n\t\t\t}\n\t\t}\n\n\t\tEditorGUILayout.Space();\n\t\tEditorGUILayout.BeginHorizontal();\n\n\t\tif(GUILayout.Button(\"Open Last Screenshot\",GUILayout.MaxWidth(160),GUILayout.MinHeight(40)))\n\t\t{\n\t\t\tif(lastScreenshot != \"\")\n\t\t\t{\n\t\t\t\tApplication.OpenURL(\"file://\" + lastScreenshot);\n\t\t\t\tDebug.Log(\"Opening File \" + lastScreenshot);\n\t\t\t}\n\t\t}\n\n\t\tif(GUILayout.Button(\"Open Folder\",GUILayout.MaxWidth(100),GUILayout.MinHeight(40)))\n\t\t{\n\n\t\t\tApplication.OpenURL(\"file://\" + path);\n\t\t}\n\n\t\tif(GUILayout.Button(\"More Assets\",GUILayout.MaxWidth(100),GUILayout.MinHeight(40)))\n\t\t{\n\t\t\tApplication.OpenURL(\"https://www.assetstore.unity3d.com/en/#!/publisher/5951\");\n\t\t}\n\n\t\tEditorGUILayout.EndHorizontal();\n\n\n\t\tif (takeHiResShot) \n\t\t{\n\t\t\tint resWidthN = resWidth*scale;\n\t\t\tint resHeightN = resHeight*scale;\n\t\t\tRenderTexture rt = new RenderTexture(resWidthN, resHeightN, 24);\n\t\t\tmyCamera.targetTexture = rt;\n\n\t\t\tTextureFormat tFormat;\n\t\t\tif(isTransparent)\n\t\t\t\ttFormat = TextureFormat.ARGB32;\n\t\t\telse\n\t\t\t\ttFormat = TextureFormat.RGB24;\n\n\n\t\t\tTexture2D screenShot = new Texture2D(resWidthN, resHeightN, tFormat,false);\n\t\t\tmyCamera.Render();\n\t\t\tRenderTexture.active = rt;\n\t\t\tscreenShot.ReadPixels(new Rect(0, 0, resWidthN, resHeightN), 0, 0);\n\t\t\tmyCamera.targetTexture = null;\n\t\t\tRenderTexture.active = null; \n\t\t\tbyte[] bytes = screenShot.EncodeToPNG();\n\t\t\tstring filename = ScreenShotName(resWidthN, resHeightN);\n\t\t\t\n\t\t\tSystem.IO.File.WriteAllBytes(filename, bytes);\n\t\t\tDebug.Log(string.Format(\"Took screenshot to: {0}\", filename));\n\t\t\tApplication.OpenURL(filename);\n\t\t\ttakeHiResShot = false;\n\t\t}\n\n\t\tEditorGUILayout.HelpBox(\"In case of any error, make sure you have Unity Pro as the plugin requires Unity Pro to work.\",MessageType.Info);\n\n\n\t}\n\n\n\t\n\tprivate bool takeHiResShot = false;\n\tpublic string lastScreenshot = \"\";\n\t\n\t\t\n\tpublic string ScreenShotName(int width, int height) {\n\n\t\tstring strPath=\"\";\n\n\t\tstrPath = string.Format(\"{0}/screen_{1}x{2}_{3}.png\", \n\t\t                     path, \n\t\t                     width, height, \n\t\t                               System.DateTime.Now.ToString(\"yyyy-MM-dd_HH-mm-ss\"));\n\t\tlastScreenshot = strPath;\n\t\n\t\treturn strPath;\n\t}\n\n\n\n\tpublic void TakeHiResShot() {\n\t\tDebug.Log(\"Taking Screenshot\");\n\t\ttakeHiResShot = true;\n\t}\n\n}\n\n"
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    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2017 Nicholas Benge\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
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    "path": "README.md",
    "content": "# Deprecated\nThis shader is **no longer updated** and is considered deprecated. It may not operate properly in current or future updates of VRChat.\n\nYou are strongly encouraged to use another shader!\n\nCubed's Unity Shaders\n============\n\nA compilation of custom shaders for Unity3D.  \nYou can get the latest release [here](https://github.com/cubedparadox/Cubeds-Unity-Shaders/releases)  \nCurrently built for Unity 5.6.3p1  \nInstallation: Add it to your unity assets (drag and drop in the package, or go to \"Assets/Import Package/Custom Package\" at the top and from there you can find it in your shaders drop down list automatically.\n\nNOTE: These shaders are meant for use on avatars and do not support lightmapping.\n\n## Shaders\n* Flat Lit Toon  \n![alt text](Media/Flat_Lit_Toon.png) ![alt text](Media/Flat_Lit_Toon__Inspector.png)\n  * Looks like a unlit shader under good neutral lighting, but actually responds to full ambient and realtime lighting color, intensity and shadow. Single Pass with geometry shader outline, may not work on all platforms.\n* Flat Lit Toon Lite  \n  * Lightweight version of Flat Lit Toon, without the heavy geometry pass. Should work well on most systems.\n* Flat Lit Toon Lite Double Sided  \n  * Double sided varient of the lite shader.\n* Unlit Shadowed  \n![alt text](Media/Unlit_Shadowed_thumb.png)\n  * A simple unlit texture shader, has inputs for main color tint and shadow color tint.\n* Flat Lit Toon Rainbow  \n![alt text](Media/Flat_Lit_Toon_Rainbow.gif)\n  * An (old) version of 'Flat Lit Toon' with a cycling rainbow color. Hue and Saturation are exposed, Supports color mask.\n* Flat Lit Toon Distance Fade  \n![alt text](Media/Flat_Lit_Toon_Distance_Fade.gif)\n  * An (old) version of 'Flat Lit Toon' that fades in based on proximity to camera. Uses noise to dither the fade effect into an alpha cutout. Dither amount, color tint, and color mask are exposed.\n* Simple Gradient Sky  \n![alt text](Media/Simple_Gradient_Sky__thumb.png)\n  * A simple procedural skybox that fades from a sky color to a horizon color\n\n## Notes\nProject contains the following assets:  \n* <a href=\"http://acegikmo.com/shaderforge/\">ShaderForge</a> (gitignored)\n* <a href=\"http://unity-chan.com/\">SD UnityChan</a>\n* <a href=\"http://saadkhawaja.com/instant-hi-res-screenshot/\">Instant Screenshot</a>\n\n\n\n"
  }
]