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  m_Name: Derive Tangent Basis
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  m_functionInfo: "// Made with Amplify Shader Editor\n// Available at the Unity Asset
    Store - http://u3d.as/y3X \n/*ASEBEGIN\nVersion=17102\n0;731;1536;630;1714.5;318.7658;1;True;False\nNode;AmplifyShaderEditor.WorldNormalVector;10;-821.4876,20.21545;Inherit;False;False;1;0;FLOAT3;0,0,1;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.FunctionInput;5;-784.8259,164.9036;Inherit;False;UV;2;0;False;1;0;FLOAT2;0,0;False;1;FLOAT2;0\nNode;AmplifyShaderEditor.WorldPosInputsNode;13;-823.4999,-127.2658;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3\nNode;AmplifyShaderEditor.CustomExpressionNode;1;-529.4937,-4.008303;Inherit;False;#if
    (SHADER_TARGET >= 45)$float3 dPdx = ddx_fine( WorldPosition )@$float3 dPdy = ddy_fine(
    WorldPosition )@$#else$float3 dPdx = ddx( WorldPosition )@$float3 dPdy = ddy(
    WorldPosition )@$#endif$$float3 sigmaX = dPdx - dot( dPdx, WorldNormal ) * WorldNormal@$float3
    sigmaY = dPdy - dot( dPdy, WorldNormal ) * WorldNormal@$$float flip_sign = dot(
    dPdy, cross( WorldNormal, dPdx ) ) < 0 ? -1 : 1@$$#if (SHADER_TARGET >= 45)$float2
    dSTdx = ddx_fine( UV )@$float2 dSTdy = ddy_fine( UV )@$#else$float2 dSTdx = ddx(
    UV )@$float2 dSTdy = ddy( UV )@$#endif$$float det = dot( dSTdx, float2( dSTdy.y,
    -dSTdy.x ) )@$float sign_det = ( det < 0 ) ? -1 : 1@$$float2 invC0 = sign_det
    * float2( dSTdy.y, -dSTdx.y )@$$float3 T = sigmaX * invC0.x + sigmaY * invC0.y@$if
    ( abs( det ) > 0 ) T = normalize( T )@$$float3 B = ( sign_det * flip_sign ) *
    cross( WorldNormal, T )@$$WorldToTangent = float3x3( T, B, WorldNormal )@$TangentToWorld
    = transpose( WorldToTangent )@$return@;7;False;5;True;WorldPosition;FLOAT3;0,0,0;In;;Float;False;True;WorldNormal;FLOAT3;0,0,0;In;;Float;False;True;UV;FLOAT2;0,0;In;;Float;False;True;TangentToWorld;FLOAT3x3;1,0,0,1,1,1,1,0,1;Out;;Float;False;True;WorldToTangent;FLOAT3x3;1,0,0,1,1,1,1,0,1;Out;;Float;False;Derive
    Tangent Basis;False;False;0;6;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT3;0,0,0;False;3;FLOAT2;0,0;False;4;FLOAT3x3;1,0,0,1,1,1,1,0,1;False;5;FLOAT3x3;1,0,0,1,1,1,1,0,1;False;3;FLOAT3;0;FLOAT3x3;5;FLOAT3x3;6\nNode;AmplifyShaderEditor.FunctionOutput;0;-147.9617,-6.546963;Inherit;False;True;Tangent
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  m_functionName: 
  m_description: 'This function derives a per-pixel tangent basis for a specific set
    of UV coordinates. The built-in tangent basis is based on UV0. This function allows
    normal mapping for UV1 or any other UV set, including runtime generated.


    Typical usage case:

    Blending additional normal mapped layers that require non-UV0 coordinates.


    Based on "Surface Gradient Based Bump Mapping Framework" by Morten S. Mikkelsen'
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