458 lines
15 KiB
Plaintext
458 lines
15 KiB
Plaintext
|
Shader "SEGI/SEGIVoxelizeSceneVERTL" {
|
||
|
Properties
|
||
|
{
|
||
|
_Color("Main Color", Color) = (1,1,1,1)
|
||
|
_MainTex("Base (RGB)", 2D) = "white" {}
|
||
|
_EmissionColor("Color", Color) = (0,0,0)
|
||
|
_EmissionMap("Emission", 2D) = "white" {}
|
||
|
_Cutoff("Alpha Cutoff", Range(0,1)) = 0.333
|
||
|
_BlockerValue("Blocker Value", Range(0, 10)) = 0
|
||
|
}
|
||
|
SubShader
|
||
|
{
|
||
|
Cull Off
|
||
|
ZTest Always
|
||
|
Tags {"LightMode" = "ForwardBase"}// "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
|
||
|
//v0.1
|
||
|
Lighting On
|
||
|
|
||
|
Pass
|
||
|
{
|
||
|
CGPROGRAM
|
||
|
|
||
|
#pragma target 5.0
|
||
|
#pragma vertex vert
|
||
|
#pragma fragment frag
|
||
|
#include "UnityCG.cginc"
|
||
|
|
||
|
//v0.1
|
||
|
#include "UnityLightingCommon.cginc"
|
||
|
#include "UnityShaderVariables.cginc"
|
||
|
#include "AutoLight.cginc"
|
||
|
#include "UnityDeferredLibrary.cginc"
|
||
|
|
||
|
//v1.6
|
||
|
float3 _CutoffGI;
|
||
|
//sampler2D _CameraDepthTexture;
|
||
|
|
||
|
RWTexture3D<uint> RG0;
|
||
|
|
||
|
int LayerToVisualize;
|
||
|
|
||
|
float4x4 SEGIVoxelViewFront;
|
||
|
float4x4 SEGIVoxelViewLeft;
|
||
|
float4x4 SEGIVoxelViewTop;
|
||
|
|
||
|
sampler2D _MainTex;
|
||
|
sampler2D _EmissionMap;
|
||
|
float _Cutoff;
|
||
|
float4 _MainTex_ST;
|
||
|
half4 _EmissionColor;
|
||
|
|
||
|
float SEGISecondaryBounceGain;
|
||
|
|
||
|
float _BlockerValue;
|
||
|
|
||
|
//v0.2
|
||
|
float shadowedLocalPower;
|
||
|
float shadowlessLocalPower;
|
||
|
float shadowlessLocalOcclusion;
|
||
|
|
||
|
struct v2g
|
||
|
{
|
||
|
float4 pos : SV_POSITION;
|
||
|
half4 uv : TEXCOORD0;
|
||
|
float3 normal : TEXCOORD1;
|
||
|
float angle : TEXCOORD2;
|
||
|
half4 worldPos : TEXCOORD3; //v0.1
|
||
|
half4 attenUV : TEXCOORD4; //v0.1
|
||
|
//METHOD2
|
||
|
LIGHTING_COORDS(5, 6)
|
||
|
float3 vertexLighting : TEXCOORD7;
|
||
|
};
|
||
|
|
||
|
//v0.1
|
||
|
float attenUV(float lightAtten0, float3 _4LightPos, float3 _worldPos) : SV_Target{
|
||
|
float range = (0.005 * sqrt(1000000 - lightAtten0)) / sqrt(lightAtten0);
|
||
|
return distance(_4LightPos, _worldPos) / range;
|
||
|
}
|
||
|
float atten(float _attenUV) : SV_Target{
|
||
|
return saturate(1.0 / (1.0 + 25.0*_attenUV*_attenUV) * saturate((1 - _attenUV) * 5.0));
|
||
|
}
|
||
|
float attenTex(sampler2D _LightTextureB, float _attenUV) : SV_Target{
|
||
|
return tex2D(_LightTextureB, (_attenUV * _attenUV).xx).UNITY_ATTEN_CHANNEL;
|
||
|
}
|
||
|
|
||
|
//v0.1
|
||
|
//struct g2f
|
||
|
//{
|
||
|
// float4 pos : SV_POSITION;
|
||
|
// half4 uv : TEXCOORD0;
|
||
|
// float3 normal : TEXCOORD1;
|
||
|
// float angle : TEXCOORD2;
|
||
|
// half4 worldPos : TEXCOORD3; //v0.1
|
||
|
// half4 attenUV : TEXCOORD4; //v0.1
|
||
|
//};
|
||
|
|
||
|
half4 _Color;
|
||
|
|
||
|
v2g vert(appdata_full v)
|
||
|
{
|
||
|
v2g o;
|
||
|
UNITY_INITIALIZE_OUTPUT(v2g, o);
|
||
|
|
||
|
float4 vertex = v.vertex;
|
||
|
|
||
|
o.normal = UnityObjectToWorldNormal(v.normal);
|
||
|
float3 absNormal = abs(o.normal);
|
||
|
|
||
|
//METHOD2
|
||
|
o.vertexLighting = float3(0.0, 0.0, 0.0);
|
||
|
float3 worldN = mul((float3x3)unity_ObjectToWorld, SCALED_NORMAL);
|
||
|
|
||
|
//MAC
|
||
|
v2g p[3];
|
||
|
int i = 0;
|
||
|
for (i = 0; i < 3; i++)
|
||
|
{
|
||
|
//p[i] = input[i];
|
||
|
p[i].pos = mul(unity_ObjectToWorld, vertex);
|
||
|
|
||
|
p[i].uv = v.texcoord;
|
||
|
p[i].normal = absNormal;
|
||
|
p[i].angle = 0;
|
||
|
|
||
|
////v0.1
|
||
|
//p[i].worldPos = mul(unity_ObjectToWorld, p[i].pos);
|
||
|
//p[i].attenUV.x = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].worldPos.xyz);
|
||
|
//p[i].attenUV.y = attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].worldPos.xyz);
|
||
|
//p[i].attenUV.z = attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].worldPos.xyz);
|
||
|
//p[i].attenUV.w = attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].worldPos.xyz);
|
||
|
}
|
||
|
|
||
|
float3 realNormal = float3(0.0, 0.0, 0.0);
|
||
|
|
||
|
float3 V = p[1].pos.xyz - p[0].pos.xyz;
|
||
|
float3 W = p[2].pos.xyz - p[0].pos.xyz;
|
||
|
|
||
|
realNormal.x = (V.y * W.z) - (V.z * W.y);
|
||
|
realNormal.y = (V.z * W.x) - (V.x * W.z);
|
||
|
realNormal.z = (V.x * W.y) - (V.y * W.x);
|
||
|
|
||
|
absNormal = abs(realNormal);
|
||
|
|
||
|
int angle = 0;
|
||
|
if (absNormal.z > absNormal.y && absNormal.z > absNormal.x)
|
||
|
{
|
||
|
angle = 0;
|
||
|
}
|
||
|
else if (absNormal.x > absNormal.y && absNormal.x > absNormal.z)
|
||
|
{
|
||
|
angle = 1;
|
||
|
}
|
||
|
else if (absNormal.y > absNormal.x && absNormal.y > absNormal.z)
|
||
|
{
|
||
|
angle = 2;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
angle = 0;
|
||
|
}
|
||
|
|
||
|
for (i = 0; i < 3; i++)
|
||
|
{
|
||
|
if (angle == 0)
|
||
|
{
|
||
|
p[i].pos = mul(SEGIVoxelViewFront, p[i].pos);
|
||
|
}
|
||
|
else if (angle == 1)
|
||
|
{
|
||
|
p[i].pos = mul(SEGIVoxelViewLeft, p[i].pos);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
p[i].pos = mul(SEGIVoxelViewTop, p[i].pos);
|
||
|
}
|
||
|
|
||
|
p[i].pos = mul(UNITY_MATRIX_P, p[i].pos);
|
||
|
|
||
|
#if defined(UNITY_REVERSED_Z)
|
||
|
p[i].pos.z = 1.0 - p[i].pos.z;
|
||
|
#else
|
||
|
p[i].pos.z *= -1.0;
|
||
|
#endif
|
||
|
|
||
|
p[i].angle = (float)angle;
|
||
|
|
||
|
//METHOD3
|
||
|
//p[i].vertexLighting += Shade4PointLights(
|
||
|
// unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||
|
// unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
||
|
// unity_4LightAtten0, p[i].pos, realNormal//absNormal//realNormal
|
||
|
//);
|
||
|
|
||
|
//v0.1
|
||
|
/*p[i].worldPos = mul(unity_ObjectToWorld, p[i].pos);
|
||
|
p[i].attenUV.x = attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), p[i].worldPos.xyz);
|
||
|
p[i].attenUV.y = attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), p[i].worldPos.xyz);
|
||
|
p[i].attenUV.z = attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), p[i].worldPos.xyz);
|
||
|
p[i].attenUV.w = attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), p[i].worldPos.xyz);*/
|
||
|
}
|
||
|
|
||
|
|
||
|
//o.pos = vertex;
|
||
|
o.pos = mul(unity_ObjectToWorld, p[0].pos);
|
||
|
|
||
|
o.uv = float4(TRANSFORM_TEX(v.texcoord.xy, _MainTex), 1.0, 1.0);
|
||
|
|
||
|
//v0.1
|
||
|
o.worldPos = mul(unity_ObjectToWorld, v.vertex);
|
||
|
o.attenUV.x = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.x, float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), o.worldPos.xyz);
|
||
|
o.attenUV.y = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.y, float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), o.worldPos.xyz);
|
||
|
o.attenUV.z = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.z, float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), o.worldPos.xyz);
|
||
|
o.attenUV.w = (1 - shadowlessLocalOcclusion) * attenUV(unity_4LightAtten0.w, float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), o.worldPos.xyz);
|
||
|
|
||
|
//METHOD3
|
||
|
//#ifdef VERTEXLIGHT_ON
|
||
|
o.vertexLighting += Shade4PointLights(
|
||
|
unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0,
|
||
|
unity_LightColor[0].rgb, unity_LightColor[1].rgb, unity_LightColor[2].rgb, unity_LightColor[3].rgb,
|
||
|
unity_4LightAtten0, o.worldPos, worldN
|
||
|
);
|
||
|
//#endif // VERTEXLIGHT_ON
|
||
|
|
||
|
return o;
|
||
|
}
|
||
|
|
||
|
int SEGIVoxelResolution;
|
||
|
|
||
|
|
||
|
|
||
|
float3 rgb2hsv(float3 c)
|
||
|
{
|
||
|
float4 k = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||
|
float4 p = lerp(float4(c.bg, k.wz), float4(c.gb, k.xy), step(c.b, c.g));
|
||
|
float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
|
||
|
|
||
|
float d = q.x - min(q.w, q.y);
|
||
|
float e = 1.0e-10;
|
||
|
|
||
|
return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
||
|
}
|
||
|
|
||
|
float3 hsv2rgb(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);
|
||
|
}
|
||
|
|
||
|
float4 DecodeRGBAuint(uint value)
|
||
|
{
|
||
|
uint ai = value & 0x0000007F;
|
||
|
uint vi = (value / 0x00000080) & 0x000007FF;
|
||
|
uint si = (value / 0x00040000) & 0x0000007F;
|
||
|
uint hi = value / 0x02000000;
|
||
|
|
||
|
float h = float(hi) / 127.0;
|
||
|
float s = float(si) / 127.0;
|
||
|
float v = (float(vi) / 2047.0) * 10.0;
|
||
|
float a = ai * 2.0;
|
||
|
|
||
|
v = pow(v, 3.0);
|
||
|
|
||
|
float3 color = hsv2rgb(float3(h, s, v));
|
||
|
|
||
|
return float4(color.rgb, a);
|
||
|
}
|
||
|
|
||
|
uint EncodeRGBAuint(float4 color)
|
||
|
{
|
||
|
//7[HHHHHHH] 7[SSSSSSS] 11[VVVVVVVVVVV] 7[AAAAAAAA]
|
||
|
float3 hsv = rgb2hsv(color.rgb);
|
||
|
hsv.z = pow(hsv.z, 1.0 / 3.0);
|
||
|
|
||
|
uint result = 0;
|
||
|
|
||
|
uint a = min(127, uint(color.a / 2.0));
|
||
|
uint v = min(2047, uint((hsv.z / 10.0) * 2047));
|
||
|
uint s = uint(hsv.y * 127);
|
||
|
uint h = uint(hsv.x * 127);
|
||
|
|
||
|
result += a;
|
||
|
result += v * 0x00000080; // << 7
|
||
|
result += s * 0x00040000; // << 18
|
||
|
result += h * 0x02000000; // << 25
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
|
||
|
void interlockedAddFloat4(RWTexture3D<uint> destination, int3 coord, float4 value)
|
||
|
{
|
||
|
uint writeValue = EncodeRGBAuint(value);
|
||
|
uint compareValue = 0;
|
||
|
uint originalValue;
|
||
|
|
||
|
[allow_uav_condition]
|
||
|
for (int i = 0; i < 18; i++)// while (true)
|
||
|
{
|
||
|
InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue);
|
||
|
if (compareValue == originalValue)
|
||
|
break;
|
||
|
compareValue = originalValue;
|
||
|
float4 originalValueFloats = DecodeRGBAuint(originalValue);
|
||
|
writeValue = EncodeRGBAuint(originalValueFloats + value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void interlockedAddFloat4b(RWTexture3D<uint> destination, int3 coord, float4 value)
|
||
|
{
|
||
|
uint writeValue = EncodeRGBAuint(value);
|
||
|
uint compareValue = 0;
|
||
|
uint originalValue;
|
||
|
|
||
|
[allow_uav_condition]
|
||
|
for (int i = 0; i < 18; i++)// while (true)
|
||
|
{
|
||
|
InterlockedCompareExchange(destination[coord], compareValue, writeValue, originalValue);
|
||
|
if (compareValue == originalValue)
|
||
|
break;
|
||
|
compareValue = originalValue;
|
||
|
float4 originalValueFloats = DecodeRGBAuint(originalValue);
|
||
|
writeValue = EncodeRGBAuint(originalValueFloats + value);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
float4x4 SEGIVoxelToGIProjection;
|
||
|
float4x4 SEGIVoxelProjectionInverse;
|
||
|
sampler2D SEGISunDepth;
|
||
|
float4 SEGISunlightVector;
|
||
|
float4 GISunColor;
|
||
|
float4 SEGIVoxelSpaceOriginDelta;
|
||
|
|
||
|
sampler3D SEGIVolumeTexture1;
|
||
|
|
||
|
int SEGIInnerOcclusionLayers;
|
||
|
|
||
|
#define VoxelResolution (SEGIVoxelResolution * (1 + SEGIVoxelAA))
|
||
|
|
||
|
int SEGIVoxelAA;
|
||
|
|
||
|
float4 frag(v2g input) : SV_TARGET //v0.1
|
||
|
{
|
||
|
int3 coord = int3((int)(input.pos.x), (int)(input.pos.y), (int)(input.pos.z * VoxelResolution));
|
||
|
|
||
|
float3 absNormal = abs(input.normal);
|
||
|
|
||
|
int angle = 0;
|
||
|
|
||
|
angle = (int)input.angle;
|
||
|
|
||
|
if (angle == 1)
|
||
|
{
|
||
|
coord.xyz = coord.zyx;
|
||
|
coord.z = VoxelResolution - coord.z - 1;
|
||
|
}
|
||
|
else if (angle == 2)
|
||
|
{
|
||
|
coord.xyz = coord.xzy;
|
||
|
coord.y = VoxelResolution - coord.y - 1;
|
||
|
}
|
||
|
|
||
|
float3 fcoord = (float3)(coord.xyz) / VoxelResolution;
|
||
|
|
||
|
float4 shadowPos = mul(SEGIVoxelProjectionInverse, float4(fcoord * 2.0 - 1.0, 0.0));
|
||
|
shadowPos = mul(SEGIVoxelToGIProjection, shadowPos);
|
||
|
shadowPos.xyz = shadowPos.xyz * 0.5 + 0.5;
|
||
|
|
||
|
float sunDepth = tex2Dlod(SEGISunDepth, float4(shadowPos.xy, 0, 0)).x;
|
||
|
#if defined(UNITY_REVERSED_Z)
|
||
|
sunDepth = 1.0 - sunDepth;
|
||
|
#endif
|
||
|
|
||
|
float sunVisibility = saturate((sunDepth - shadowPos.z + 0.2525) * 1000.0);
|
||
|
|
||
|
|
||
|
float sunNdotL = saturate(dot(input.normal, -SEGISunlightVector.xyz));
|
||
|
|
||
|
float4 tex = tex2D(_MainTex, input.uv.xy);
|
||
|
float4 emissionTex = tex2D(_EmissionMap, input.uv.xy);
|
||
|
|
||
|
float4 color = _Color;
|
||
|
|
||
|
if (length(_Color.rgb) < 0.0001)
|
||
|
{
|
||
|
color.rgb = float3(1, 1, 1);
|
||
|
}
|
||
|
|
||
|
//v0.7
|
||
|
float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a
|
||
|
+ _EmissionColor.rgb * (0.1 + (1 - color.a) * 5) * emissionTex.rgb; //1.0g
|
||
|
//float3 col = sunVisibility.xxx * sunNdotL * color.rgb * tex.rgb * GISunColor.rgb * GISunColor.a + _EmissionColor.rgb * 0.9 * emissionTex.rgb;
|
||
|
|
||
|
float4 prevBounce = tex3D(SEGIVolumeTexture1, fcoord + SEGIVoxelSpaceOriginDelta.xyz);
|
||
|
col.rgb += prevBounce.rgb * 1.6 * SEGISecondaryBounceGain * tex.rgb * color.rgb;
|
||
|
|
||
|
float4 result = float4(col.rgb, 2.0);
|
||
|
|
||
|
|
||
|
const float sqrt2 = sqrt(2.0) * 1.0;
|
||
|
|
||
|
coord /= (uint)SEGIVoxelAA + 1u;
|
||
|
|
||
|
//v0.1 - 1.6
|
||
|
float depthA = 1 - Linear01Depth(tex2D(_CameraDepthTexture, input.uv.xy).x);
|
||
|
if (depthA + 0.02*_CutoffGI.x > length(_WorldSpaceCameraPos - coord.xyz) / (VoxelResolution*_CutoffGI.y)) {
|
||
|
result.a += 90.0 * _CutoffGI.z;
|
||
|
}
|
||
|
|
||
|
if (_BlockerValue > 0.01)
|
||
|
{
|
||
|
result.a += 20.0;
|
||
|
result.a += _BlockerValue;
|
||
|
result.rgb = float3(0.0, 0.0, 0.0);
|
||
|
}
|
||
|
|
||
|
|
||
|
//v0.1
|
||
|
float4 _atten = 0;
|
||
|
//float _atten.x = attenTex(_LightTextureB0, f.attenUV.x);
|
||
|
_atten.x = atten(input.attenUV.x);
|
||
|
_atten.y = atten(input.attenUV.y);
|
||
|
_atten.z = atten(input.attenUV.z);
|
||
|
_atten.w = atten(input.attenUV.w);
|
||
|
//fixed4 col = tex2D(_MainTex, input.uv.xy) * input.color;
|
||
|
if (shadowlessLocalPower != 0) {
|
||
|
result.rgb += unity_LightColor[0].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.x, unity_4LightPosY0.x, unity_4LightPosZ0.x), input.worldPos.xyz)) * _atten.x;
|
||
|
result.rgb += unity_LightColor[1].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.y, unity_4LightPosY0.y, unity_4LightPosZ0.y), input.worldPos.xyz)) * _atten.y;
|
||
|
result.rgb += unity_LightColor[2].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.z, unity_4LightPosY0.z, unity_4LightPosZ0.z), input.worldPos.xyz)) * _atten.z;
|
||
|
result.rgb += unity_LightColor[3].rgb *shadowlessLocalPower* (1 / distance(float3(unity_4LightPosX0.w, unity_4LightPosY0.w, unity_4LightPosZ0.w), input.worldPos.xyz)) * _atten.w;
|
||
|
}
|
||
|
|
||
|
//METHOD3
|
||
|
if (shadowedLocalPower != 0) {
|
||
|
//float atten = LIGHT_ATTENUATION(input);
|
||
|
result.rgb += float3(input.vertexLighting.rgb*0.02 * shadowedLocalPower);
|
||
|
}
|
||
|
|
||
|
interlockedAddFloat4(RG0, coord, result);
|
||
|
|
||
|
if (SEGIInnerOcclusionLayers > 0)
|
||
|
{
|
||
|
interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 1.0), (int)(input.normal.y * sqrt2 * 1.0), (int)(input.normal.z * sqrt2 * 1.0)), float4(0.0, 0.0, 0.0, 8.0));
|
||
|
}
|
||
|
|
||
|
if (SEGIInnerOcclusionLayers > 1)
|
||
|
{
|
||
|
interlockedAddFloat4b(RG0, coord - int3((int)(input.normal.x * sqrt2 * 2.0), (int)(input.normal.y * sqrt2 * 2.0), (int)(input.normal.z * sqrt2 * 2.0)), float4(0.0, 0.0, 0.0, 22.0));
|
||
|
}
|
||
|
|
||
|
return float4(0.0, 0.0, 0.0, 0.0);
|
||
|
}
|
||
|
|
||
|
ENDCG
|
||
|
}
|
||
|
}
|
||
|
FallBack Off
|
||
|
}
|