// Made with Amplify Shader Editor v1.9.2.2
// Available at the Unity Asset Store - http://u3d.as/y3X 
Shader "Standard_PBR"
{
	Properties
	{
		_Albedo("Albedo", 2D) = "white" {}
		[Normal]_Normal("Normal", 2D) = "white" {}
		_Emmission_Metallic("Emmission_Metallic", 2D) = "white" {}
		[HDR]_EmissionColor("Emission Color", Color) = (0,0,0,0)
		_Roughness_AO_Height_Scatter("Roughness_AO_Height_Scatter", 2D) = "white" {}
		[HideInInspector] _texcoord( "", 2D ) = "white" {}
		[HideInInspector] __dirty( "", Int ) = 1
	}

	SubShader
	{
		Tags{ "RenderType" = "Opaque"  "Queue" = "Geometry+0" "IsEmissive" = "true"  }
		Cull Back
		CGPROGRAM
		#pragma target 3.0
		#pragma surface surf Standard keepalpha addshadow fullforwardshadows 
		struct Input
		{
			float2 uv_texcoord;
		};

		uniform sampler2D _Normal;
		uniform float4 _Normal_ST;
		uniform sampler2D _Albedo;
		uniform float4 _Albedo_ST;
		uniform float4 _EmissionColor;
		uniform sampler2D _Emmission_Metallic;
		uniform float4 _Emmission_Metallic_ST;
		uniform sampler2D _Roughness_AO_Height_Scatter;
		uniform float4 _Roughness_AO_Height_Scatter_ST;

		void surf( Input i , inout SurfaceOutputStandard o )
		{
			float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
			o.Normal = UnpackNormal( tex2D( _Normal, uv_Normal ) );
			float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
			float4 tex2DNode1_g4 = tex2D( _Albedo, uv_Albedo );
			o.Albedo = tex2DNode1_g4.rgb;
			float2 uv_Emmission_Metallic = i.uv_texcoord * _Emmission_Metallic_ST.xy + _Emmission_Metallic_ST.zw;
			float4 tex2DNode5_g4 = tex2D( _Emmission_Metallic, uv_Emmission_Metallic );
			float4 appendResult16_g4 = (float4(tex2DNode5_g4.r , tex2DNode5_g4.g , tex2DNode5_g4.b , 1.0));
			o.Emission = ( _EmissionColor * appendResult16_g4 ).rgb;
			o.Metallic = tex2DNode5_g4.a;
			float2 uv_Roughness_AO_Height_Scatter = i.uv_texcoord * _Roughness_AO_Height_Scatter_ST.xy + _Roughness_AO_Height_Scatter_ST.zw;
			float4 tex2DNode11_g4 = tex2D( _Roughness_AO_Height_Scatter, uv_Roughness_AO_Height_Scatter );
			o.Smoothness = tex2DNode11_g4.r;
			o.Occlusion = tex2DNode11_g4.g;
			o.Alpha = 1;
		}

		ENDCG
	}
	Fallback "Diffuse"
	CustomEditor "ASEMaterialInspector"
}
/*ASEBEGIN
Version=19202
Node;AmplifyShaderEditor.StandardSurfaceOutputNode;0;-43,13;Float;False;True;-1;2;ASEMaterialInspector;0;0;Standard;Standard_PBR;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;Back;0;False;;0;False;;False;0;False;;0;False;;False;0;Opaque;0.5;True;True;0;False;Opaque;;Geometry;All;12;all;True;True;True;True;0;False;;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;2;15;10;25;False;0.5;True;0;0;False;;0;False;;0;0;False;;0;False;;0;False;;0;False;;0;False;0;0,0,0,0;VertexOffset;True;False;Cylindrical;False;True;Relative;0;;-1;-1;-1;-1;0;False;0;0;False;;-1;0;False;;0;0;0;False;0.1;False;;0;False;;False;17;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT3;0,0,0;False;7;FLOAT3;0,0,0;False;8;FLOAT;0;False;9;FLOAT;0;False;10;FLOAT;0;False;13;FLOAT3;0,0,0;False;11;FLOAT3;0,0,0;False;12;FLOAT3;0,0,0;False;16;FLOAT4;0,0,0,0;False;14;FLOAT4;0,0,0,0;False;15;FLOAT3;0,0,0;False;0
Node;AmplifyShaderEditor.FunctionNode;5;-383,14;Inherit;False;VRC_Texture_Breakout;0;;4;95311469ad6eaab4e83190b8313aee03;0;0;9;COLOR;0;FLOAT3;4;COLOR;6;FLOAT;7;FLOAT;12;FLOAT;13;FLOAT;3;FLOAT;14;FLOAT;15
WireConnection;0;0;5;0
WireConnection;0;1;5;4
WireConnection;0;2;5;6
WireConnection;0;3;5;7
WireConnection;0;4;5;12
WireConnection;0;5;5;13
ASEEND*/
//CHKSM=399D7FC2950419E12D0026001A2D29D476327C85