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text:
// Made with Amplify Shader Editor v1.9.1.8
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Clayxel_Painting"
{
	Properties
	{
		_nm("nm", 2D) = "bump" {}
		_Cutoff( "Mask Clip Value", Float ) = 0.5
		_Metallic("Metallic", Range( 0 , 1)) = 0.5
		_ClayxelSize("ClayxelSize", Range( 0.1 , 2)) = 1
		_NormalOrient("NormalOrient", Range( 0 , 1)) = 0
		_Smoothness1("Smoothness", Range( 0 , 1)) = 0.5
		[NoScaleOffset]_MainTex1("Texture", 2D) = "white" {}
		_randomize("randomize", Range( 0 , 1)) = 0
		_CircleMask("CircleMask", Range( 0 , 1)) = 0
		_NormalTile("NormalTile", Float) = 0
		_NormalScale("NormalScale", Float) = 0
		_Hue("Hue", Range( 0 , 1)) = 0
		_HueRange("HueRange", Range( 0 , 1)) = 0
		_HueIntensity("Hue Intensity", Range( 0 , 1)) = 0
		_Diff("Diff", 2D) = "white" {}
		_FresnelBSP("FresnelBSP", Vector) = (0,1,1,0)
		_Fresnel("Fresnel", Color) = (0,0,0,0)
		_Color0("Color 0", Color) = (0,0,0,0)
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque"  "Queue" = "AlphaTest+0" "IsEmissive" = "true"  }
		Cull Back
		AlphaToMask On
		CGINCLUDE
		#include "UnityShaderVariables.cginc"
		#include "UnityPBSLighting.cginc"
		#include "Lighting.cginc"
		#pragma target 4.5
		#include "Assets/Clayxels/Resources/clayxelSRPUtils.cginc"
		#ifdef UNITY_PASS_SHADOWCASTER
			#undef INTERNAL_DATA
			#undef WorldReflectionVector
			#undef WorldNormalVector
			#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
			#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
			#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
		#endif

		struct appdata_full_custom
		{
			float4 vertex : POSITION;
			float4 tangent : TANGENT;
			float3 normal : NORMAL;
			float4 texcoord : TEXCOORD0;
			float4 texcoord1 : TEXCOORD1;
			float4 texcoord2 : TEXCOORD2;
			float4 texcoord3 : TEXCOORD3;
			float4 color : COLOR;
			UNITY_VERTEX_INPUT_INSTANCE_ID
			uint ase_vertexId : SV_VertexID;
		};
		struct Input
		{
			float3 worldPos;
			float3 worldNormal;
			INTERNAL_DATA
			uint ase_vertexId;
			float4 vertexColor : COLOR;
			float2 uv_texcoord;
		};

		uniform float _ClayxelSize;
		uniform float _NormalOrient;
		sampler2D _nm;
		uniform float _NormalTile;
		uniform float _NormalScale;
		uniform float _Hue;
		uniform float _HueRange;
		uniform float _HueIntensity;
		uniform sampler2D _Diff;
		uniform float4 _Fresnel;
		uniform float3 _FresnelBSP;
		uniform float4 _Color0;
		uniform float _Metallic;
		uniform float _Smoothness1;
		uniform sampler2D _MainTex1;
		uniform float _randomize;
		uniform float _CircleMask;
		uniform float _Cutoff = 0.5;

		float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }

		float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }

		float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }

		float snoise( float2 v )
		{
			const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
			float2 i = floor( v + dot( v, C.yy ) );
			float2 x0 = v - i + dot( i, C.xx );
			float2 i1;
			i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
			float4 x12 = x0.xyxy + C.xxzz;
			x12.xy -= i1;
			i = mod2D289( i );
			float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
			float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
			m = m * m;
			m = m * m;
			float3 x = 2.0 * frac( p * C.www ) - 1.0;
			float3 h = abs( x ) - 0.5;
			float3 ox = floor( x + 0.5 );
			float3 a0 = x - ox;
			m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
			float3 g;
			g.x = a0.x * x0.x + h.x * x0.y;
			g.yz = a0.yz * x12.xz + h.yz * x12.yw;
			return 130.0 * dot( m, g );
		}

		inline float3 TriplanarSampling138( sampler2D topTexMap, float3 worldPos, float3 worldNormal, float falloff, float2 tiling, float3 normalScale, float3 index )
		{
			float3 projNormal = ( pow( abs( worldNormal ), falloff ) );
			projNormal /= ( projNormal.x + projNormal.y + projNormal.z ) + 0.00001;
			float3 nsign = sign( worldNormal );
			half4 xNorm; half4 yNorm; half4 zNorm;
			xNorm = tex2D( topTexMap, tiling * worldPos.zy * float2(  nsign.x, 1.0 ) );
			yNorm = tex2D( topTexMap, tiling * worldPos.xz * float2(  nsign.y, 1.0 ) );
			zNorm = tex2D( topTexMap, tiling * worldPos.xy * float2( -nsign.z, 1.0 ) );
			xNorm.xyz  = half3( UnpackScaleNormal( xNorm, normalScale.y ).xy * float2(  nsign.x, 1.0 ) + worldNormal.zy, worldNormal.x ).zyx;
			yNorm.xyz  = half3( UnpackScaleNormal( yNorm, normalScale.x ).xy * float2(  nsign.y, 1.0 ) + worldNormal.xz, worldNormal.y ).xzy;
			zNorm.xyz  = half3( UnpackScaleNormal( zNorm, normalScale.y ).xy * float2( -nsign.z, 1.0 ) + worldNormal.xy, worldNormal.z ).xyz;
			return normalize( xNorm.xyz * projNormal.x + yNorm.xyz * projNormal.y + zNorm.xyz * projNormal.z );
		}

		float3 HSVToRGB( float3 c )
		{
			float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
			float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
			return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
		}

		void vertexDataFunc( inout appdata_full_custom v, out Input o )
		{
			UNITY_INITIALIZE_OUTPUT( Input, o );
			float localclayxelComputeVertex7 = ( 0.0 );
			int vertexId7 = v.ase_vertexId;
			float3 vertexPosition7 = float3( 0,0,0 );
			float3 vertexNormal7 = float3( 0,0,0 );
			float clayxelSize7 = _ClayxelSize;
			float normalOrient7 = ( _NormalOrient * 0.45 );
			{
			clayxelVertFoliage(vertexId7 , clayxelSize7, normalOrient7, v.texcoord, v.color.xyz, vertexPosition7, vertexNormal7);
			v.vertex.w = 1.0; // fix shadows in builtin renderer
			v.tangent = float4(normalize(cross(UNITY_MATRIX_V._m20_m21_m22, vertexNormal7)),0.5);
			}
			v.vertex.xyz += vertexPosition7;
			v.vertex.w = 1;
			v.normal = vertexNormal7;
			o.ase_vertexId = v.ase_vertexId;
		}

		void surf( Input i , inout SurfaceOutputStandard o )
		{
			float localclayxelGetPointCloud109 = ( 0.0 );
			int vertexId109 = i.ase_vertexId;
			float3 pointCenter109 = float3( 0,0,0 );
			float3 pointNormal109 = float3( 0,0,0 );
			float3 pointColor109 = float3( 0,0,0 );
			float3 gridPoint109 = float3( 0,0,0 );
			{
			clayxelGetPointCloud(vertexId109, gridPoint109, pointColor109, pointCenter109, pointNormal109);
			}
			float simplePerlin2D132 = snoise( pointCenter109.xy*1000.0 );
			simplePerlin2D132 = simplePerlin2D132*0.5 + 0.5;
			float Noise145 = simplePerlin2D132;
			float3 ase_worldPos = i.worldPos;
			float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
			float3 ase_worldTangent = WorldNormalVector( i, float3( 1, 0, 0 ) );
			float3 ase_worldBitangent = WorldNormalVector( i, float3( 0, 1, 0 ) );
			float3x3 ase_worldToTangent = float3x3( ase_worldTangent, ase_worldBitangent, ase_worldNormal );
			float3 triplanar138 = TriplanarSampling138( _nm, ase_worldPos, ase_worldNormal, 1.0, ( float2( 1,1 ) * ( _NormalTile * (0.85 + (Noise145 - 0.0) * (2.0 - 0.85) / (1.0 - 0.0)) ) ), _NormalScale, 0 );
			float3 tanTriplanarNormal138 = mul( ase_worldToTangent, triplanar138 );
			o.Normal = tanTriplanarNormal138;
			float3 hsvTorgb162 = HSVToRGB( float3((saturate( ( _Hue - _HueRange ) ) + (Noise145 - 0.0) * (saturate( ( _Hue + _HueRange ) ) - saturate( ( _Hue - _HueRange ) )) / (1.0 - 0.0)),1.0,1.0) );
			float4 lerpResult172 = lerp( i.vertexColor , float4( hsvTorgb162 , 0.0 ) , ( _HueIntensity * (0.85 + (Noise145 - 0.0) * (1.0 - 0.85) / (1.0 - 0.0)) ));
			o.Albedo = ( lerpResult172 * tex2D( _Diff, i.uv_texcoord ) ).rgb;
			float3 ase_worldViewDir = normalize( UnityWorldSpaceViewDir( ase_worldPos ) );
			float3 ase_normWorldNormal = normalize( ase_worldNormal );
			float fresnelNdotV188 = dot( ase_normWorldNormal, ase_worldViewDir );
			float fresnelNode188 = ( _FresnelBSP.x + _FresnelBSP.y * pow( max( 1.0 - fresnelNdotV188 , 0.0001 ), _FresnelBSP.z ) );
			o.Emission = saturate( ( ( _Fresnel * fresnelNode188 ) + _Color0 ) ).rgb;
			o.Metallic = _Metallic;
			o.Smoothness = _Smoothness1;
			o.Alpha = 1;
			float localclayxelGetPointCloud126 = ( 0.0 );
			int vertexId126 = i.ase_vertexId;
			float3 pointCenter126 = float3( 0,0,0 );
			float3 pointNormal126 = float3( 0,0,0 );
			float3 pointColor126 = float3( 0,0,0 );
			float3 gridPoint126 = float3( 0,0,0 );
			{
			clayxelGetPointCloud(vertexId126, gridPoint126, pointColor126, pointCenter126, pointNormal126);
			}
			float dotResult4_g15 = dot( pointCenter126.xy , float2( 12.9898,78.233 ) );
			float lerpResult10_g15 = lerp( -1.0 , 1.0 , frac( ( sin( dotResult4_g15 ) * 43758.55 ) ));
			float dotResult4_g16 = dot( pointCenter126.xy , float2( 12.9898,78.233 ) );
			float lerpResult10_g16 = lerp( -2.0 , 2.0 , frac( ( sin( dotResult4_g16 ) * 43758.55 ) ));
			float2 appendResult125 = (float2(sign( lerpResult10_g15 ) , sign( lerpResult10_g16 )));
			float localclayxelGetPointCloud34 = ( 0.0 );
			int vertexId34 = i.ase_vertexId;
			float3 pointCenter34 = float3( 0,0,0 );
			float3 pointNormal34 = float3( 0,0,0 );
			float3 pointColor34 = float3( 0,0,0 );
			float3 gridPoint34 = float3( 0,0,0 );
			{
			clayxelGetPointCloud(vertexId34, gridPoint34, pointColor34, pointCenter34, pointNormal34);
			}
			float3 break70 = cross( pointCenter34 , pointNormal34 );
			float2 appendResult69 = (float2(break70.x , break70.y));
			float dotResult4_g3 = dot( appendResult69 , float2( 12.9898,78.233 ) );
			float lerpResult10_g3 = lerp( 0.0 , 1000.0 , frac( ( sin( dotResult4_g3 ) * 43758.55 ) ));
			float cos29 = cos( ( lerpResult10_g3 * _randomize ) );
			float sin29 = sin( ( lerpResult10_g3 * _randomize ) );
			float2 rotator29 = mul( i.uv_texcoord - float2( 0.5,0.5 ) , float2x2( cos29 , -sin29 , sin29 , cos29 )) + float2( 0.5,0.5 );
			float temp_output_4_0_g17 = 2.0;
			float temp_output_5_0_g17 = 2.0;
			float2 appendResult7_g17 = (float2(temp_output_4_0_g17 , temp_output_5_0_g17));
			float totalFrames39_g17 = ( temp_output_4_0_g17 * temp_output_5_0_g17 );
			float2 appendResult8_g17 = (float2(totalFrames39_g17 , temp_output_5_0_g17));
			float clampResult42_g17 = clamp( round( (0.0 + (simplePerlin2D132 - 0.0) * (5.0 - 0.0) / (1.0 - 0.0)) ) , 0.0001 , ( totalFrames39_g17 - 1.0 ) );
			float temp_output_35_0_g17 = frac( ( ( _Time.y + clampResult42_g17 ) / totalFrames39_g17 ) );
			float2 appendResult29_g17 = (float2(temp_output_35_0_g17 , ( 1.0 - temp_output_35_0_g17 )));
			float2 temp_output_15_0_g17 = ( ( rotator29 / appendResult7_g17 ) + ( floor( ( appendResult8_g17 * appendResult29_g17 ) ) / appendResult7_g17 ) );
			float4 tex2DNode11 = tex2D( _MainTex1, ( appendResult125 * temp_output_15_0_g17 ) );
			clip( ( ( 1.0 - tex2DNode11.r ) * saturate( ( 1.0 - ( length( (float2( -1,-1 ) + (i.uv_texcoord - float2( 0,0 )) * (float2( 1,1 ) - float2( -1,-1 )) / (float2( 1,1 ) - float2( 0,0 ))) ) - _CircleMask ) ) ) ) - _Cutoff );
		}

		ENDCG
		CGPROGRAM
		#pragma exclude_renderers xboxone xboxseries playstation ps4 ps5 switch
		#pragma surface surf Standard keepalpha fullforwardshadows nodynlightmap vertex:vertexDataFunc

		ENDCG
		Pass
		{
			Name "ShadowCaster"
			Tags{ "LightMode" = "ShadowCaster" }
			ZWrite On
			AlphaToMask Off
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma target 4.5
			#pragma multi_compile_shadowcaster
			#pragma multi_compile UNITY_PASS_SHADOWCASTER
			#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
			#include "HLSLSupport.cginc"
			#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
				#define CAN_SKIP_VPOS
			#endif
			#include "UnityCG.cginc"
			#include "Lighting.cginc"
			#include "UnityPBSLighting.cginc"
			struct v2f
			{
				V2F_SHADOW_CASTER;
				float3 customPack1 : TEXCOORD1;
				float4 tSpace0 : TEXCOORD2;
				float4 tSpace1 : TEXCOORD3;
				float4 tSpace2 : TEXCOORD4;
				half4 color : COLOR0;
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
			};
			v2f vert( appdata_full_custom v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID( v );
				UNITY_INITIALIZE_OUTPUT( v2f, o );
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
				UNITY_TRANSFER_INSTANCE_ID( v, o );
				Input customInputData;
				vertexDataFunc( v, customInputData );
				float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
				half3 worldNormal = UnityObjectToWorldNormal( v.normal );
				half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
				half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
				half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
				o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
				o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
				o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
				o.customPack1.x = customInputData.ase_vertexId;
				o.customPack1.yz = customInputData.uv_texcoord;
				o.customPack1.yz = v.texcoord;
				TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
				o.color = v.color;
				return o;
			}
			half4 frag( v2f IN
			#if !defined( CAN_SKIP_VPOS )
			, UNITY_VPOS_TYPE vpos : VPOS
			#endif
			) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID( IN );
				Input surfIN;
				UNITY_INITIALIZE_OUTPUT( Input, surfIN );
				surfIN.ase_vertexId = IN.customPack1.x;
				surfIN.uv_texcoord = IN.customPack1.yz;
				float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
				half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
				surfIN.worldPos = worldPos;
				surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
				surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
				surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
				surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
				surfIN.vertexColor = IN.color;
				SurfaceOutputStandard o;
				UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
				surf( surfIN, o );
				#if defined( CAN_SKIP_VPOS )
				float2 vpos = IN.pos;
				#endif
				SHADOW_CASTER_FRAGMENT( IN )
			}
			ENDCG
		}
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
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text:
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Skybox Gradient"
{
	Properties
	{
		_Top("Top", Color) = (1,1,1,0)
		_Bottom("Bottom", Color) = (0,0,0,0)
		_mult("mult", Float) = 1
		_pwer("pwer", Float) = 1
		[Toggle(_SCREENSPACE_ON)] _Screenspace("Screen space", Float) = 0

	}

	SubShader
	{

		Tags { "RenderType"="Opaque" }
	LOD 100

		CGINCLUDE
		#pragma target 3.0
		ENDCG
		Blend Off
		Cull Back
		ColorMask RGBA
		ZWrite On
		ZTest LEqual
		Offset 0 , 0

		Pass
		{
			Name "Unlit"
			Tags { "LightMode"="ForwardBase" }
			CGPROGRAM

			#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
			//only defining to not throw compilation error over Unity 5.5
			#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
			#endif
			#pragma vertex vert
			#pragma fragment frag
			#pragma multi_compile_instancing
			#include "UnityCG.cginc"
			#pragma shader_feature_local _SCREENSPACE_ON

			struct appdata
			{
				float4 vertex : POSITION;
				float4 color : COLOR;
				UNITY_VERTEX_INPUT_INSTANCE_ID

			};

			struct v2f
			{
				float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 worldPos : TEXCOORD0;
#endif
				UNITY_VERTEX_INPUT_INSTANCE_ID
				UNITY_VERTEX_OUTPUT_STEREO
				float4 ase_texcoord1 : TEXCOORD1;
				float4 ase_texcoord2 : TEXCOORD2;
			};

			uniform float4 _Bottom;
			uniform float4 _Top;
			uniform float _mult;
			uniform float _pwer;

			v2f vert ( appdata v )
			{
				v2f o;
				UNITY_SETUP_INSTANCE_ID(v);
				UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
				UNITY_TRANSFER_INSTANCE_ID(v, o);

				float4 ase_clipPos = UnityObjectToClipPos(v.vertex);
				float4 screenPos = ComputeScreenPos(ase_clipPos);
				o.ase_texcoord2 = screenPos;

				o.ase_texcoord1 = v.vertex;
				float3 vertexValue = float3(0, 0, 0);
				#if ASE_ABSOLUTE_VERTEX_POS
				vertexValue = v.vertex.xyz;
				#endif
				vertexValue = vertexValue;
				#if ASE_ABSOLUTE_VERTEX_POS
				v.vertex.xyz = vertexValue;
				#else
				v.vertex.xyz += vertexValue;
				#endif
				o.vertex = UnityObjectToClipPos(v.vertex);

#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
#endif
				return o;
			}

			fixed4 frag (v2f i ) : SV_Target
			{
				UNITY_SETUP_INSTANCE_ID(i);
				UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
				fixed4 finalColor;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
				float3 WorldPosition = i.worldPos;
#endif
				float4 screenPos = i.ase_texcoord2;
				float4 ase_screenPosNorm = screenPos / screenPos.w;
				ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
				#ifdef _SCREENSPACE_ON
				float staticSwitch13 = ase_screenPosNorm.y;
				#else
				float staticSwitch13 = i.ase_texcoord1.xyz.y;
				#endif
				float4 lerpResult3 = lerp( _Bottom , _Top , pow( saturate( ( staticSwitch13 * _mult ) ) , _pwer ));

				finalColor = lerpResult3;
				return finalColor;
			}
			ENDCG
		}
	}
	CustomEditor "ASEMaterialInspector"

}
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