shader切割部分透明

// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'

// Shader created with Shader Forge v1.28 
// Shader Forge (c) Neat Corporation / Joachim Holmer - http://www.acegikmo.com/shaderforge/
// Note: Manually altering this data may prevent you from opening it in Shader Forge
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Shader "Custom/ConstructStandard" {
    Properties {
        _MainColor ("MainColor", Color) = (0.5019608,0.5019608,0.5019608,1)
        _MainTex ("MainTex", 2D) = "white" {}
        _BumpMap ("Normal Map", 2D) = "bump" {}
        _Metallic ("Metallic", Range(0, 1)) = 0
        _Gloss ("Gloss", Range(0, 1)) = 0.8
        _WorldPosY ("WorldPosY", Float ) = 0
        _Height ("Height", Float ) = -0.05
        _TopColor ("TopColor", Color) = (0.5,0.5,0.5,1)
        _SecondTex ("SecondTex", 2D) = "white" {}
        _SecondColor ("SecondColor", Color) = (0.5,0.5,0.5,1)
        [HideInInspector]_Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
    }
    SubShader {
        Tags {
            "Queue"="AlphaTest"
            "RenderType"="TransparentCutout"
        }
        Pass {
            Name "FORWARD"
            Tags {
                "LightMode"="ForwardBase"
            }
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDBASE
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdbase_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _MainColor;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
            uniform float _Metallic;
            uniform float _Gloss;
            uniform float _WorldPosY;
            uniform float _Height;
            uniform float4 _TopColor;
            uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;
            uniform float4 _SecondColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
                #if defined(LIGHTMAP_ON) || defined(UNITY_SHOULD_SAMPLE_SH)
                    float4 ambientOrLightmapUV : TEXCOORD10;
                #endif
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                #ifdef LIGHTMAP_ON
                    o.ambientOrLightmapUV.xy = v.texcoord1.xy * unity_LightmapST.xy + unity_LightmapST.zw;
                    o.ambientOrLightmapUV.zw = 0;
                #elif UNITY_SHOULD_SAMPLE_SH
                #endif
                #ifdef DYNAMICLIGHTMAP_ON
                    o.ambientOrLightmapUV.zw = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
                #endif
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul(_Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(_Object2World, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float3 viewReflectDirection = reflect( -viewDirection, normalDirection );
                float node_4011_if_leA = step(i.posWorld.g,_WorldPosY);
                float node_4011_if_leB = step(_WorldPosY,i.posWorld.g);
                float node_8806 = 0.0;
                float node_4011 = lerp((node_4011_if_leA*1.0)+(node_4011_if_leB*node_8806),node_8806,node_4011_if_leA*node_4011_if_leB);
                clip(node_4011 - 0.5);
                float3 lightDirection = normalize(_WorldSpaceLightPos0.xyz);
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
                float Pi = 3.141592654;
                float InvPi = 0.31830988618;
/ Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0+1.0);
/// GI Data:
                UnityLight light;
                #ifdef LIGHTMAP_OFF
                    light.color = lightColor;
                    light.dir = lightDirection;
                    light.ndotl = LambertTerm (normalDirection, light.dir);
                #else
                    light.color = half3(0.f, 0.f, 0.f);
                    light.ndotl = 0.0f;
                    light.dir = half3(0.f, 0.f, 0.f);
                #endif
                UnityGIInput d;
                d.light = light;
                d.worldPos = i.posWorld.xyz;
                d.worldViewDir = viewDirection;
                d.atten = attenuation;
                #if defined(LIGHTMAP_ON) || defined(DYNAMICLIGHTMAP_ON)
                    d.ambient = 0;
                    d.lightmapUV = i.ambientOrLightmapUV;
                #else
                    d.ambient = i.ambientOrLightmapUV;
                #endif
                d.boxMax[0] = unity_SpecCube0_BoxMax;
                d.boxMin[0] = unity_SpecCube0_BoxMin;
                d.probePosition[0] = unity_SpecCube0_ProbePosition;
                d.probeHDR[0] = unity_SpecCube0_HDR;
                d.boxMax[1] = unity_SpecCube1_BoxMax;
                d.boxMin[1] = unity_SpecCube1_BoxMin;
                d.probePosition[1] = unity_SpecCube1_ProbePosition;
                d.probeHDR[1] = unity_SpecCube1_HDR;
                Unity_GlossyEnvironmentData ugls_en_data;
                ugls_en_data.roughness = 1.0 - gloss;
                ugls_en_data.reflUVW = viewReflectDirection;
                UnityGI gi = UnityGlobalIllumination(d, 1, normalDirection, ugls_en_data );
                lightDirection = gi.light.dir;
                lightColor = gi.light.color;
// Specular:
                float NdotL = max(0, dot( normalDirection, lightDirection ));
                float LdotH = max(0.0,dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float node_4457_if_leA = step((_Height+_WorldPosY),i.posWorld.g);
                float node_4457_if_leB = step(i.posWorld.g,(_Height+_WorldPosY));
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));
                float3 node_9724 = (_SecondColor.rgb*_SecondTex_var.rgb*_SecondColor.a);
                float3 node_4968 = ((_MainTex_var.rgb*_MainColor.rgb)+node_9724);
                float3 diffuseColor = lerp((node_4457_if_leA*(_TopColor.rgb+_MainTex_var.rgb))+(node_4457_if_leB*node_4968),node_4968,node_4457_if_leA*node_4457_if_leB); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
                float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
                float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
                if (IsGammaSpace())
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                specularPBL = max(0, specularPBL * NdotL);
                float3 directSpecular = (floor(attenuation) * _LightColor0.xyz)*specularPBL*FresnelTerm(specularColor, LdotH);
                half grazingTerm = saturate( gloss + specularMonochrome );
                float3 indirectSpecular = (gi.indirect.specular);
                indirectSpecular *= FresnelLerp (specularColor, grazingTerm, NdotV);
                float3 specular = (directSpecular + indirectSpecular);
/// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 indirectDiffuse = float3(0,0,0);
                indirectDiffuse += gi.indirect.diffuse;
                float3 diffuse = (directDiffuse + indirectDiffuse) * diffuseColor;
// Emissive:
                float3 emissive = node_9724;
/// Final Color:
                float3 finalColor = diffuse + specular + emissive;
                fixed4 finalRGBA = fixed4(finalColor,1);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "FORWARD_DELTA"
            Tags {
                "LightMode"="ForwardAdd"
            }
            Blend One One
            Cull Off
            
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_FORWARDADD
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "AutoLight.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma multi_compile_fwdadd_fullshadows
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _MainColor;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform sampler2D _BumpMap; uniform float4 _BumpMap_ST;
            uniform float _Metallic;
            uniform float _Gloss;
            uniform float _WorldPosY;
            uniform float _Height;
            uniform float4 _TopColor;
            uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;
            uniform float4 _SecondColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float3 normal : NORMAL;
                float4 tangent : TANGENT;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
                float3 normalDir : TEXCOORD4;
                float3 tangentDir : TEXCOORD5;
                float3 bitangentDir : TEXCOORD6;
                LIGHTING_COORDS(7,8)
                UNITY_FOG_COORDS(9)
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.normalDir = UnityObjectToWorldNormal(v.normal);
                o.tangentDir = normalize( mul(_Object2World, float4( v.tangent.xyz, 0.0 ) ).xyz );
                o.bitangentDir = normalize(cross(o.normalDir, o.tangentDir) * v.tangent.w);
                o.posWorld = mul(_Object2World, v.vertex);
                float3 lightColor = _LightColor0.rgb;
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                UNITY_TRANSFER_FOG(o,o.pos);
                TRANSFER_VERTEX_TO_FRAGMENT(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                i.normalDir = normalize(i.normalDir);
                i.normalDir *= faceSign;
                float3x3 tangentTransform = float3x3( i.tangentDir, i.bitangentDir, i.normalDir);
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float3 _BumpMap_var = UnpackNormal(tex2D(_BumpMap,TRANSFORM_TEX(i.uv0, _BumpMap)));
                float3 normalLocal = _BumpMap_var.rgb;
                float3 normalDirection = normalize(mul( normalLocal, tangentTransform )); // Perturbed normals
                float node_4011_if_leA = step(i.posWorld.g,_WorldPosY);
                float node_4011_if_leB = step(_WorldPosY,i.posWorld.g);
                float node_8806 = 0.0;
                float node_4011 = lerp((node_4011_if_leA*1.0)+(node_4011_if_leB*node_8806),node_8806,node_4011_if_leA*node_4011_if_leB);
                clip(node_4011 - 0.5);
                float3 lightDirection = normalize(lerp(_WorldSpaceLightPos0.xyz, _WorldSpaceLightPos0.xyz - i.posWorld.xyz,_WorldSpaceLightPos0.w));
                float3 lightColor = _LightColor0.rgb;
                float3 halfDirection = normalize(viewDirection+lightDirection);
// Lighting:
                float attenuation = LIGHT_ATTENUATION(i);
                float3 attenColor = attenuation * _LightColor0.xyz;
                float Pi = 3.141592654;
                float InvPi = 0.31830988618;
/ Gloss:
                float gloss = _Gloss;
                float specPow = exp2( gloss * 10.0+1.0);
// Specular:
                float NdotL = max(0, dot( normalDirection, lightDirection ));
                float LdotH = max(0.0,dot(lightDirection, halfDirection));
                float3 specularColor = _Metallic;
                float specularMonochrome;
                float node_4457_if_leA = step((_Height+_WorldPosY),i.posWorld.g);
                float node_4457_if_leB = step(i.posWorld.g,(_Height+_WorldPosY));
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));
                float3 node_9724 = (_SecondColor.rgb*_SecondTex_var.rgb*_SecondColor.a);
                float3 node_4968 = ((_MainTex_var.rgb*_MainColor.rgb)+node_9724);
                float3 diffuseColor = lerp((node_4457_if_leA*(_TopColor.rgb+_MainTex_var.rgb))+(node_4457_if_leB*node_4968),node_4968,node_4457_if_leA*node_4457_if_leB); // Need this for specular when using metallic
                diffuseColor = DiffuseAndSpecularFromMetallic( diffuseColor, specularColor, specularColor, specularMonochrome );
                specularMonochrome = 1.0-specularMonochrome;
                float NdotV = max(0.0,dot( normalDirection, viewDirection ));
                float NdotH = max(0.0,dot( normalDirection, halfDirection ));
                float VdotH = max(0.0,dot( viewDirection, halfDirection ));
                float visTerm = SmithJointGGXVisibilityTerm( NdotL, NdotV, 1.0-gloss );
                float normTerm = max(0.0, GGXTerm(NdotH, 1.0-gloss));
                float specularPBL = (NdotL*visTerm*normTerm) * (UNITY_PI / 4);
                if (IsGammaSpace())
                    specularPBL = sqrt(max(1e-4h, specularPBL));
                specularPBL = max(0, specularPBL * NdotL);
                float3 directSpecular = attenColor*specularPBL*FresnelTerm(specularColor, LdotH);
                float3 specular = directSpecular;
/// Diffuse:
                NdotL = max(0.0,dot( normalDirection, lightDirection ));
                half fd90 = 0.5 + 2 * LdotH * LdotH * (1-gloss);
                float nlPow5 = Pow5(1-NdotL);
                float nvPow5 = Pow5(1-NdotV);
                float3 directDiffuse = ((1 +(fd90 - 1)*nlPow5) * (1 + (fd90 - 1)*nvPow5) * NdotL) * attenColor;
                float3 diffuse = directDiffuse * diffuseColor;
/// Final Color:
                float3 finalColor = diffuse + specular;
                fixed4 finalRGBA = fixed4(finalColor * 1,0);
                UNITY_APPLY_FOG(i.fogCoord, finalRGBA);
                return finalRGBA;
            }
            ENDCG
        }
        Pass {
            Name "ShadowCaster"
            Tags {
                "LightMode"="ShadowCaster"
            }
            Offset 1, 1
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_SHADOWCASTER
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float _WorldPosY;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                V2F_SHADOW_CASTER;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.posWorld = mul(_Object2World, v.vertex);
                o.pos = mul(UNITY_MATRIX_MVP, v.vertex );
                TRANSFER_SHADOW_CASTER(o)
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : COLOR {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                float node_4011_if_leA = step(i.posWorld.g,_WorldPosY);
                float node_4011_if_leB = step(_WorldPosY,i.posWorld.g);
                float node_8806 = 0.0;
                float node_4011 = lerp((node_4011_if_leA*1.0)+(node_4011_if_leB*node_8806),node_8806,node_4011_if_leA*node_4011_if_leB);
                clip(node_4011 - 0.5);
                SHADOW_CASTER_FRAGMENT(i)
            }
            ENDCG
        }
        Pass {
            Name "Meta"
            Tags {
                "LightMode"="Meta"
            }
            Cull Off
            
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag
            #define UNITY_PASS_META 1
            #define SHOULD_SAMPLE_SH ( defined (LIGHTMAP_OFF) && defined(DYNAMICLIGHTMAP_OFF) )
            #define _GLOSSYENV 1
            #include "UnityCG.cginc"
            #include "Lighting.cginc"
            #include "UnityPBSLighting.cginc"
            #include "UnityStandardBRDF.cginc"
            #include "UnityMetaPass.cginc"
            #pragma fragmentoption ARB_precision_hint_fastest
            #pragma multi_compile_shadowcaster
            #pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON
            #pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED DIRLIGHTMAP_SEPARATE
            #pragma multi_compile DYNAMICLIGHTMAP_OFF DYNAMICLIGHTMAP_ON
            #pragma multi_compile_fog
            #pragma exclude_renderers gles3 metal d3d11_9x xbox360 xboxone ps3 ps4 psp2 
            #pragma target 3.0
            uniform float4 _MainColor;
            uniform sampler2D _MainTex; uniform float4 _MainTex_ST;
            uniform float _Metallic;
            uniform float _Gloss;
            uniform float _WorldPosY;
            uniform float _Height;
            uniform float4 _TopColor;
            uniform sampler2D _SecondTex; uniform float4 _SecondTex_ST;
            uniform float4 _SecondColor;
            struct VertexInput {
                float4 vertex : POSITION;
                float2 texcoord0 : TEXCOORD0;
                float2 texcoord1 : TEXCOORD1;
                float2 texcoord2 : TEXCOORD2;
            };
            struct VertexOutput {
                float4 pos : SV_POSITION;
                float2 uv0 : TEXCOORD0;
                float2 uv1 : TEXCOORD1;
                float2 uv2 : TEXCOORD2;
                float4 posWorld : TEXCOORD3;
            };
            VertexOutput vert (VertexInput v) {
                VertexOutput o = (VertexOutput)0;
                o.uv0 = v.texcoord0;
                o.uv1 = v.texcoord1;
                o.uv2 = v.texcoord2;
                o.posWorld = mul(_Object2World, v.vertex);
                o.pos = UnityMetaVertexPosition(v.vertex, v.texcoord1.xy, v.texcoord2.xy, unity_LightmapST, unity_DynamicLightmapST );
                return o;
            }
            float4 frag(VertexOutput i, float facing : VFACE) : SV_Target {
                float isFrontFace = ( facing >= 0 ? 1 : 0 );
                float faceSign = ( facing >= 0 ? 1 : -1 );
                float3 viewDirection = normalize(_WorldSpaceCameraPos.xyz - i.posWorld.xyz);
                UnityMetaInput o;
                UNITY_INITIALIZE_OUTPUT( UnityMetaInput, o );
                
                float4 _SecondTex_var = tex2D(_SecondTex,TRANSFORM_TEX(i.uv0, _SecondTex));
                float3 node_9724 = (_SecondColor.rgb*_SecondTex_var.rgb*_SecondColor.a);
                o.Emission = node_9724;
                
                float node_4457_if_leA = step((_Height+_WorldPosY),i.posWorld.g);
                float node_4457_if_leB = step(i.posWorld.g,(_Height+_WorldPosY));
                float4 _MainTex_var = tex2D(_MainTex,TRANSFORM_TEX(i.uv0, _MainTex));
                float3 node_4968 = ((_MainTex_var.rgb*_MainColor.rgb)+node_9724);
                float3 diffColor = lerp((node_4457_if_leA*(_TopColor.rgb+_MainTex_var.rgb))+(node_4457_if_leB*node_4968),node_4968,node_4457_if_leA*node_4457_if_leB);
                float specularMonochrome;
                float3 specColor;
                diffColor = DiffuseAndSpecularFromMetallic( diffColor, _Metallic, specColor, specularMonochrome );
                float roughness = 1.0 - _Gloss;
                o.Albedo = diffColor + specColor * roughness * roughness * 0.5;
                
                return UnityMetaFragment( o );
            }
            ENDCG
        }
    }
    FallBack "Diffuse"
    CustomEditor "ShaderForgeMaterialInspector"
}

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