3788 lines
164 KiB
Plaintext
3788 lines
164 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.9.3
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASE/ASE_StandartTransparent"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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_Albedo( "Albedo", 2D ) = "white" {}
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_Cubemap( "Cubemap", CUBE ) = "white" {}
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_AlbedoColor( "AlbedoColor", Color ) = ( 1, 1, 1, 1 )
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_EmissionMap( "EmissionMap", 2D ) = "white" {}
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_CubemapColor( "CubemapColor", Color ) = ( 1, 1, 1, 1 )
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_EmissionColor( "EmissionColor", Color ) = ( 0, 0, 0, 0 )
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_EmissionMultiplayer( "EmissionMultiplayer", Float ) = 0
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_NormalMap( "NormalMap", 2D ) = "bump" {}
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[Toggle] _SmoothFromMapSwitch( "SmoothFromMapSwitch", Float ) = 1
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[Toggle] _EmissionSwitch( "EmissionSwitch", Float ) = 0
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[Toggle] _SmoothRough( "Smooth/Rough", Float ) = 0
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_SmoothnessMap( "SmoothnessMap", 2D ) = "white" {}
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_MetallicMap( "MetallicMap", 2D ) = "white" {}
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_HeightMap( "HeightMap", 2D ) = "white" {}
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_ParalaxOffset( "ParalaxOffset", Float ) = 0.001
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_Snoothness( "Snoothness", Float ) = 1
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_Metallic( "Metallic", Float ) = 1
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_NormalMapDepth( "NormalMapDepth", Float ) = 1
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_Tiling( "Tiling", Float ) = 1
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_CubemapInens( "CubemapInens", Float ) = 1
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_RimColor( "RimColor", Color ) = ( 0, 0, 0, 0 )
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_RimIntens( "RimIntens", Float ) = 1
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_RimPower( "RimPower", Range( 1, 10 ) ) = 0.01
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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//_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define ASE_GEOMETRY 1
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#pragma multi_compile_local_fragment _ALPHATEST_ON
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#define _NORMAL_DROPOFF_TS 1
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#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_VERSION 19903
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#define ASE_SRP_VERSION 120115
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
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#define _SPECULAR_COLOR 1
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#endif
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(UNITY_INSTANCING_ENABLED) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#define ASE_NEEDS_WORLD_POSITION
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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half3 normalOS : NORMAL;
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half4 tangentOS : TANGENT;
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float4 texcoord : TEXCOORD0;
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#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
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float4 texcoord1 : TEXCOORD1;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
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float4 texcoord2 : TEXCOORD2;
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#endif
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
half3 normalWS : TEXCOORD1;
|
||
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
||
|
|
#endif
|
||
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Albedo;
|
||
|
|
sampler2D _HeightMap;
|
||
|
|
sampler2D _NormalMap;
|
||
|
|
sampler2D _MetallicMap;
|
||
|
|
sampler2D _SmoothnessMap;
|
||
|
|
samplerCUBE _Cubemap;
|
||
|
|
sampler2D _EmissionMap;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
output.ase_texcoord6.xyz = input.texcoord.xyz;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord6.w = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
||
|
|
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
||
|
|
#else
|
||
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
output.fogFactorAndVertexLight = 0;
|
||
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
||
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
||
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
output.normalWS = normalInput.normalWS;
|
||
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
output.tangentWS.zw = input.texcoord.xy;
|
||
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
#endif
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.texcoord = input.texcoord;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = input.texcoord1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = input.texcoord2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag ( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
|
||
|
|
#if defined( _SURFACE_TYPE_TRANSPARENT )
|
||
|
|
const bool isTransparent = true;
|
||
|
|
#else
|
||
|
|
const bool isTransparent = false;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODDitheringTransition( input.positionCS.xyz, unity_LODFade.x );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// @diogo: mikktspace compliant
|
||
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
||
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
||
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
||
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
||
|
|
float2 texCoord17 = input.ase_texcoord6.xyz.xy * temp_cast_0 + float2( 0,0 );
|
||
|
|
float2 uv_HeightMap = input.ase_texcoord6.xyz.xy * _HeightMap_ST.xy + _HeightMap_ST.zw;
|
||
|
|
float temp_output_63_0 = ( 0.001 * _ParalaxOffset );
|
||
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
||
|
|
float3 ase_viewVectorTS = tanToWorld0 * ( _WorldSpaceCameraPos.xyz - PositionWS ).x + tanToWorld1 * ( _WorldSpaceCameraPos.xyz - PositionWS ).y + tanToWorld2 * ( _WorldSpaceCameraPos.xyz - PositionWS ).z;
|
||
|
|
float3 ase_viewDirTS = normalize( ase_viewVectorTS );
|
||
|
|
float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + texCoord17;
|
||
|
|
float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset16;
|
||
|
|
float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset26;
|
||
|
|
float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset31;
|
||
|
|
float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset29;
|
||
|
|
float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset20;
|
||
|
|
float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset21;
|
||
|
|
float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset53;
|
||
|
|
float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset55;
|
||
|
|
float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset58;
|
||
|
|
float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset60;
|
||
|
|
float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset62;
|
||
|
|
float4 temp_output_3_0 = ( tex2D( _Albedo, Offset22 ) * _AlbedoColor );
|
||
|
|
|
||
|
|
float3 unpack13 = UnpackNormalScale( tex2D( _NormalMap, Offset22 ), _NormalMapDepth );
|
||
|
|
unpack13.z = lerp( 1, unpack13.z, saturate(_NormalMapDepth) );
|
||
|
|
float3 tex2DNode13 = unpack13;
|
||
|
|
|
||
|
|
float4 tex2DNode5 = tex2D( _MetallicMap, Offset22 );
|
||
|
|
|
||
|
|
float3 worldRefl73 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
|
||
|
|
float4 tex2DNode33 = tex2D( _EmissionMap, Offset22 );
|
||
|
|
float3 normalizeResult84 = normalize( ase_viewDirTS );
|
||
|
|
float dotResult86 = dot( tex2DNode13 , normalizeResult84 );
|
||
|
|
float4 temp_cast_2 = (_RimPower).xxxx;
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = temp_output_3_0.rgb;
|
||
|
|
float3 Normal = tex2DNode13;
|
||
|
|
float3 Specular = 0.5;
|
||
|
|
float Metallic = ( _Metallic * tex2DNode5.r );
|
||
|
|
float Smoothness = ( (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) )) * _Snoothness );
|
||
|
|
float Occlusion = 1;
|
||
|
|
float3 Emission = ( ( ( ( _CubemapInens * ( texCUBE( _Cubemap, worldRefl73 ) * _CubemapColor ) ) * (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) )) ) + ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * float4( 0,0,0,0 ) * tex2DNode33.a ) ):( tex2DNode33 )) ) ) ) + ( pow( ( ( 1.0 - dotResult86 ) * _RimColor ) , temp_cast_2 ) * _RimIntens ) ).rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
float3 BakedGI = 0;
|
||
|
|
float3 RefractionColor = 1;
|
||
|
|
float RefractionIndex = 1;
|
||
|
|
float3 Transmission = 1;
|
||
|
|
float3 Translucency = 1;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = ClipPos.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef _CLEARCOAT
|
||
|
|
float CoatMask = 0;
|
||
|
|
float CoatSmoothness = 0;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
||
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
InputData inputData = (InputData)0;
|
||
|
|
inputData.positionWS = PositionWS;
|
||
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
||
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
||
|
|
inputData.viewDirectionWS = ViewDirWS;
|
||
|
|
inputData.shadowCoord = ShadowCoord;
|
||
|
|
|
||
|
|
#ifdef _NORMALMAP
|
||
|
|
#if _NORMAL_DROPOFF_TS
|
||
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
||
|
|
#elif _NORMAL_DROPOFF_OS
|
||
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
|
#elif _NORMAL_DROPOFF_WS
|
||
|
|
inputData.normalWS = Normal;
|
||
|
|
#endif
|
||
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
|
#else
|
||
|
|
inputData.normalWS = NormalWS;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_FOG
|
||
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
|
#else
|
||
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
||
|
|
#else
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_BAKEDGI
|
||
|
|
inputData.bakedGI = BakedGI;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
||
|
|
|
||
|
|
#if defined(DEBUG_DISPLAY)
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
||
|
|
#endif
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
||
|
|
#else
|
||
|
|
inputData.vertexSH = SH;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
SurfaceData surfaceData;
|
||
|
|
surfaceData.albedo = BaseColor;
|
||
|
|
surfaceData.metallic = saturate(Metallic);
|
||
|
|
surfaceData.specular = Specular;
|
||
|
|
surfaceData.smoothness = saturate(Smoothness),
|
||
|
|
surfaceData.occlusion = Occlusion,
|
||
|
|
surfaceData.emission = Emission,
|
||
|
|
surfaceData.alpha = saturate(Alpha);
|
||
|
|
surfaceData.normalTS = Normal;
|
||
|
|
surfaceData.clearCoatMask = 0;
|
||
|
|
surfaceData.clearCoatSmoothness = 1;
|
||
|
|
|
||
|
|
#ifdef _CLEARCOAT
|
||
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
||
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(_DBUFFER)
|
||
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_LIGHTING_SIMPLE
|
||
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
||
|
|
#else
|
||
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
{
|
||
|
|
float shadow = _TransmissionShadow;
|
||
|
|
|
||
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
||
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
||
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
||
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
||
|
|
color.rgb += BaseColor * mainTransmission;
|
||
|
|
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS
|
||
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
||
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
||
|
|
{
|
||
|
|
Light light = GetAdditionalLight(i, inputData.positionWS, inputData.shadowMask);
|
||
|
|
float3 atten = light.color * light.distanceAttenuation;
|
||
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
||
|
|
|
||
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
||
|
|
color.rgb += BaseColor * transmission;
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
{
|
||
|
|
float shadow = _TransShadow;
|
||
|
|
float normal = _TransNormal;
|
||
|
|
float scattering = _TransScattering;
|
||
|
|
float direct = _TransDirect;
|
||
|
|
float ambient = _TransAmbient;
|
||
|
|
float strength = _TransStrength;
|
||
|
|
|
||
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
||
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
||
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
||
|
|
|
||
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
||
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
||
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
||
|
|
color.rgb += BaseColor * mainTranslucency * strength;
|
||
|
|
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS
|
||
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
||
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
||
|
|
{
|
||
|
|
Light light = GetAdditionalLight(i, inputData.positionWS, inputData.shadowMask);
|
||
|
|
float3 atten = light.color * light.distanceAttenuation;
|
||
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
||
|
|
|
||
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
||
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
||
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
||
|
|
color.rgb += BaseColor * translucency * strength;
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_REFRACTION
|
||
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
|
||
|
|
projScreenPos.xy += refractionOffset.xy;
|
||
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
||
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
||
|
|
color.a = 1;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
|
color.rgb *= color.a;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_FOG
|
||
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
||
|
|
#else
|
||
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags { "LightMode"="ShadowCaster" }
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
AlphaToMask Off
|
||
|
|
ColorMask 0
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float3 _LightDirection;
|
||
|
|
float3 _LightPosition;
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
||
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
||
|
|
|
||
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
||
|
|
#else
|
||
|
|
float3 lightDirectionWS = _LightDirection;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
||
|
|
|
||
|
|
#if UNITY_REVERSED_Z
|
||
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
|
#else
|
||
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = positionCS;
|
||
|
|
output.positionWS = positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
#if defined( _ALPHATEST_SHADOW_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThresholdShadow );
|
||
|
|
#else
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODDitheringTransition( input.positionCS.xyz, unity_LODFade.x );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "DepthOnly"
|
||
|
|
Tags { "LightMode"="DepthOnly" }
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
ColorMask 0
|
||
|
|
AlphaToMask Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODDitheringTransition( input.positionCS.xyz, unity_LODFade.x );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "Meta"
|
||
|
|
Tags { "LightMode"="Meta" }
|
||
|
|
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_META
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
|
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord0 : TEXCOORD0;
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
#ifdef EDITOR_VISUALIZATION
|
||
|
|
float4 VizUV : TEXCOORD1;
|
||
|
|
float4 LightCoord : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Albedo;
|
||
|
|
sampler2D _HeightMap;
|
||
|
|
samplerCUBE _Cubemap;
|
||
|
|
sampler2D _NormalMap;
|
||
|
|
sampler2D _MetallicMap;
|
||
|
|
sampler2D _SmoothnessMap;
|
||
|
|
sampler2D _EmissionMap;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
||
|
|
output.ase_texcoord4.xyz = ase_tangentWS;
|
||
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
||
|
|
output.ase_texcoord5.xyz = ase_normalWS;
|
||
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
||
|
|
output.ase_texcoord6.xyz = ase_bitangentWS;
|
||
|
|
|
||
|
|
output.ase_texcoord3.xyz = input.texcoord0.xyz;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord3.w = 0;
|
||
|
|
output.ase_texcoord4.w = 0;
|
||
|
|
output.ase_texcoord5.w = 0;
|
||
|
|
output.ase_texcoord6.w = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
#ifdef EDITOR_VISUALIZATION
|
||
|
|
float2 VizUV = 0;
|
||
|
|
float4 LightCoord = 0;
|
||
|
|
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
|
||
|
|
output.VizUV = float4(VizUV, 0, 0);
|
||
|
|
output.LightCoord = LightCoord;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
|
output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
|
||
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
||
|
|
float2 texCoord17 = input.ase_texcoord3.xyz.xy * temp_cast_0 + float2( 0,0 );
|
||
|
|
float2 uv_HeightMap = input.ase_texcoord3.xyz.xy * _HeightMap_ST.xy + _HeightMap_ST.zw;
|
||
|
|
float temp_output_63_0 = ( 0.001 * _ParalaxOffset );
|
||
|
|
float3 ase_tangentWS = input.ase_texcoord4.xyz;
|
||
|
|
float3 ase_normalWS = input.ase_texcoord5.xyz;
|
||
|
|
float3 ase_bitangentWS = input.ase_texcoord6.xyz;
|
||
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
||
|
|
float3 ase_viewVectorTS = tanToWorld0 * ( _WorldSpaceCameraPos.xyz - PositionWS ).x + tanToWorld1 * ( _WorldSpaceCameraPos.xyz - PositionWS ).y + tanToWorld2 * ( _WorldSpaceCameraPos.xyz - PositionWS ).z;
|
||
|
|
float3 ase_viewDirTS = normalize( ase_viewVectorTS );
|
||
|
|
float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + texCoord17;
|
||
|
|
float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset16;
|
||
|
|
float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset26;
|
||
|
|
float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset31;
|
||
|
|
float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset29;
|
||
|
|
float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset20;
|
||
|
|
float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset21;
|
||
|
|
float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset53;
|
||
|
|
float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset55;
|
||
|
|
float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset58;
|
||
|
|
float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset60;
|
||
|
|
float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset62;
|
||
|
|
float4 temp_output_3_0 = ( tex2D( _Albedo, Offset22 ) * _AlbedoColor );
|
||
|
|
|
||
|
|
float3 unpack13 = UnpackNormalScale( tex2D( _NormalMap, Offset22 ), _NormalMapDepth );
|
||
|
|
unpack13.z = lerp( 1, unpack13.z, saturate(_NormalMapDepth) );
|
||
|
|
float3 tex2DNode13 = unpack13;
|
||
|
|
float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - PositionWS );
|
||
|
|
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
|
||
|
|
float3 worldRefl73 = reflect( -ase_viewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
|
||
|
|
float4 tex2DNode5 = tex2D( _MetallicMap, Offset22 );
|
||
|
|
float4 tex2DNode33 = tex2D( _EmissionMap, Offset22 );
|
||
|
|
float3 normalizeResult84 = normalize( ase_viewDirTS );
|
||
|
|
float dotResult86 = dot( tex2DNode13 , normalizeResult84 );
|
||
|
|
float4 temp_cast_2 = (_RimPower).xxxx;
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = temp_output_3_0.rgb;
|
||
|
|
float3 Emission = ( ( ( ( _CubemapInens * ( texCUBE( _Cubemap, worldRefl73 ) * _CubemapColor ) ) * (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) )) ) + ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * float4( 0,0,0,0 ) * tex2DNode33.a ) ):( tex2DNode33 )) ) ) ) + ( pow( ( ( 1.0 - dotResult86 ) * _RimColor ) , temp_cast_2 ) * _RimIntens ) ).rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
MetaInput metaInput = (MetaInput)0;
|
||
|
|
metaInput.Albedo = BaseColor;
|
||
|
|
metaInput.Emission = Emission;
|
||
|
|
#ifdef EDITOR_VISUALIZATION
|
||
|
|
metaInput.VizUV = input.VizUV.xy;
|
||
|
|
metaInput.LightCoord = input.LightCoord;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return UnityMetaFragment(metaInput);
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "Universal2D"
|
||
|
|
Tags { "LightMode"="Universal2D" }
|
||
|
|
|
||
|
|
Blend One Zero, One Zero
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
Offset 0 , 0
|
||
|
|
ColorMask RGBA
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_2D
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
|
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
||
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Albedo;
|
||
|
|
sampler2D _HeightMap;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
||
|
|
|
||
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
||
|
|
output.ase_texcoord2.xyz = ase_tangentWS;
|
||
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
||
|
|
output.ase_texcoord3.xyz = ase_normalWS;
|
||
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
||
|
|
output.ase_texcoord4.xyz = ase_bitangentWS;
|
||
|
|
|
||
|
|
output.ase_texcoord1.xy = input.ase_texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord1.zw = 0;
|
||
|
|
output.ase_texcoord2.w = 0;
|
||
|
|
output.ase_texcoord3.w = 0;
|
||
|
|
output.ase_texcoord4.w = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.ase_texcoord = input.ase_texcoord;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
|
||
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
||
|
|
float2 texCoord17 = input.ase_texcoord1.xy * temp_cast_0 + float2( 0,0 );
|
||
|
|
float2 uv_HeightMap = input.ase_texcoord1.xy * _HeightMap_ST.xy + _HeightMap_ST.zw;
|
||
|
|
float temp_output_63_0 = ( 0.001 * _ParalaxOffset );
|
||
|
|
float3 ase_tangentWS = input.ase_texcoord2.xyz;
|
||
|
|
float3 ase_normalWS = input.ase_texcoord3.xyz;
|
||
|
|
float3 ase_bitangentWS = input.ase_texcoord4.xyz;
|
||
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
||
|
|
float3 ase_viewVectorTS = tanToWorld0 * ( _WorldSpaceCameraPos.xyz - PositionWS ).x + tanToWorld1 * ( _WorldSpaceCameraPos.xyz - PositionWS ).y + tanToWorld2 * ( _WorldSpaceCameraPos.xyz - PositionWS ).z;
|
||
|
|
float3 ase_viewDirTS = normalize( ase_viewVectorTS );
|
||
|
|
float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + texCoord17;
|
||
|
|
float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset16;
|
||
|
|
float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset26;
|
||
|
|
float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset31;
|
||
|
|
float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset29;
|
||
|
|
float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset20;
|
||
|
|
float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset21;
|
||
|
|
float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset53;
|
||
|
|
float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset55;
|
||
|
|
float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset58;
|
||
|
|
float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset60;
|
||
|
|
float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset62;
|
||
|
|
float4 temp_output_3_0 = ( tex2D( _Albedo, Offset22 ) * _AlbedoColor );
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = temp_output_3_0.rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
half4 color = half4(BaseColor, Alpha );
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return color;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "DepthNormals"
|
||
|
|
Tags { "LightMode"="DepthNormals" }
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
Blend One Zero
|
||
|
|
ZTest LEqual
|
||
|
|
ZWrite On
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#if defined(UNITY_INSTANCING_ENABLED) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
||
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
half4 texcoord : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
half3 normalWS : TEXCOORD1;
|
||
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _NormalMap;
|
||
|
|
sampler2D _HeightMap;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
output.ase_texcoord3.xy = input.texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord3.zw = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
output.normalWS = normalInput.normalWS;
|
||
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
output.tangentWS.zw = input.texcoord.xy;
|
||
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
#endif
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.texcoord = input.texcoord;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// @diogo: mikktspace compliant
|
||
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
||
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
||
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
||
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
||
|
|
float2 texCoord17 = input.ase_texcoord3.xy * temp_cast_0 + float2( 0,0 );
|
||
|
|
float2 uv_HeightMap = input.ase_texcoord3.xy * _HeightMap_ST.xy + _HeightMap_ST.zw;
|
||
|
|
float temp_output_63_0 = ( 0.001 * _ParalaxOffset );
|
||
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
||
|
|
float3 ase_viewVectorTS = tanToWorld0 * ( _WorldSpaceCameraPos.xyz - PositionWS ).x + tanToWorld1 * ( _WorldSpaceCameraPos.xyz - PositionWS ).y + tanToWorld2 * ( _WorldSpaceCameraPos.xyz - PositionWS ).z;
|
||
|
|
float3 ase_viewDirTS = normalize( ase_viewVectorTS );
|
||
|
|
float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + texCoord17;
|
||
|
|
float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset16;
|
||
|
|
float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset26;
|
||
|
|
float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset31;
|
||
|
|
float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset29;
|
||
|
|
float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset20;
|
||
|
|
float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset21;
|
||
|
|
float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset53;
|
||
|
|
float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset55;
|
||
|
|
float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset58;
|
||
|
|
float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset60;
|
||
|
|
float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset62;
|
||
|
|
float3 unpack13 = UnpackNormalScale( tex2D( _NormalMap, Offset22 ), _NormalMapDepth );
|
||
|
|
unpack13.z = lerp( 1, unpack13.z, saturate(_NormalMapDepth) );
|
||
|
|
float3 tex2DNode13 = unpack13;
|
||
|
|
|
||
|
|
|
||
|
|
float3 Normal = tex2DNode13;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODDitheringTransition( input.positionCS.xyz, unity_LODFade.x );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
||
|
|
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
||
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
||
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
||
|
|
return half4(packedNormalWS, 0.0);
|
||
|
|
#else
|
||
|
|
#if defined(_NORMALMAP)
|
||
|
|
#if _NORMAL_DROPOFF_TS
|
||
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
||
|
|
#elif _NORMAL_DROPOFF_OS
|
||
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
|
#elif _NORMAL_DROPOFF_WS
|
||
|
|
float3 normalWS = Normal;
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
float3 normalWS = NormalWS;
|
||
|
|
#endif
|
||
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "GBuffer"
|
||
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
||
|
|
|
||
|
|
Blend One Zero, One Zero
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
Offset 0 , 0
|
||
|
|
ColorMask RGBA
|
||
|
|
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma shader_feature_local_fragment _RECEIVE_SHADOWS_OFF
|
||
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma instancing_options renderinglayer
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT
|
||
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
|
|
#pragma multi_compile_fragment _ _LIGHT_LAYERS
|
||
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||
|
|
|
||
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#if defined(UNITY_INSTANCING_ENABLED) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
||
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
half3 normalWS : TEXCOORD1;
|
||
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
||
|
|
#endif
|
||
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Albedo;
|
||
|
|
sampler2D _HeightMap;
|
||
|
|
sampler2D _NormalMap;
|
||
|
|
sampler2D _MetallicMap;
|
||
|
|
sampler2D _SmoothnessMap;
|
||
|
|
samplerCUBE _Cubemap;
|
||
|
|
sampler2D _EmissionMap;
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
output.ase_texcoord6.xyz = input.texcoord.xyz;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord6.w = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
||
|
|
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
||
|
|
#else
|
||
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
output.fogFactorAndVertexLight = 0;
|
||
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
||
|
|
// @diogo: no fog applied in GBuffer
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
||
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
output.normalWS = normalInput.normalWS;
|
||
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
output.tangentWS.zw = input.texcoord.xy;
|
||
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
#endif
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.texcoord = input.texcoord;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = input.texcoord1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = input.texcoord2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
FragmentOutput frag ( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
)
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODDitheringTransition( input.positionCS.xyz, unity_LODFade.x );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// @diogo: mikktspace compliant
|
||
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
||
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
||
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
||
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float2 temp_cast_0 = (_Tiling).xx;
|
||
|
|
float2 texCoord17 = input.ase_texcoord6.xyz.xy * temp_cast_0 + float2( 0,0 );
|
||
|
|
float2 uv_HeightMap = input.ase_texcoord6.xyz.xy * _HeightMap_ST.xy + _HeightMap_ST.zw;
|
||
|
|
float temp_output_63_0 = ( 0.001 * _ParalaxOffset );
|
||
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
||
|
|
float3 ase_viewVectorTS = tanToWorld0 * ( _WorldSpaceCameraPos.xyz - PositionWS ).x + tanToWorld1 * ( _WorldSpaceCameraPos.xyz - PositionWS ).y + tanToWorld2 * ( _WorldSpaceCameraPos.xyz - PositionWS ).z;
|
||
|
|
float3 ase_viewDirTS = normalize( ase_viewVectorTS );
|
||
|
|
float2 Offset16 = ( ( tex2D( _HeightMap, uv_HeightMap ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + texCoord17;
|
||
|
|
float2 Offset26 = ( ( tex2D( _HeightMap, Offset16 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset16;
|
||
|
|
float2 Offset31 = ( ( tex2D( _HeightMap, Offset26 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset26;
|
||
|
|
float2 Offset29 = ( ( tex2D( _HeightMap, Offset31 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset31;
|
||
|
|
float2 Offset20 = ( ( tex2D( _HeightMap, Offset29 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset29;
|
||
|
|
float2 Offset21 = ( ( tex2D( _HeightMap, Offset20 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset20;
|
||
|
|
float2 Offset53 = ( ( tex2D( _HeightMap, Offset21 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset21;
|
||
|
|
float2 Offset55 = ( ( tex2D( _HeightMap, Offset53 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset53;
|
||
|
|
float2 Offset58 = ( ( tex2D( _HeightMap, Offset55 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset55;
|
||
|
|
float2 Offset60 = ( ( tex2D( _HeightMap, Offset58 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset58;
|
||
|
|
float2 Offset62 = ( ( tex2D( _HeightMap, Offset60 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset60;
|
||
|
|
float2 Offset22 = ( ( tex2D( _HeightMap, Offset62 ).r - 1 ) * ase_viewDirTS.xy * temp_output_63_0 ) + Offset62;
|
||
|
|
float4 temp_output_3_0 = ( tex2D( _Albedo, Offset22 ) * _AlbedoColor );
|
||
|
|
|
||
|
|
float3 unpack13 = UnpackNormalScale( tex2D( _NormalMap, Offset22 ), _NormalMapDepth );
|
||
|
|
unpack13.z = lerp( 1, unpack13.z, saturate(_NormalMapDepth) );
|
||
|
|
float3 tex2DNode13 = unpack13;
|
||
|
|
|
||
|
|
float4 tex2DNode5 = tex2D( _MetallicMap, Offset22 );
|
||
|
|
|
||
|
|
float3 worldRefl73 = reflect( -ViewDirWS, float3( dot( tanToWorld0, tex2DNode13 ), dot( tanToWorld1, tex2DNode13 ), dot( tanToWorld2, tex2DNode13 ) ) );
|
||
|
|
float4 tex2DNode33 = tex2D( _EmissionMap, Offset22 );
|
||
|
|
float3 normalizeResult84 = normalize( ase_viewDirTS );
|
||
|
|
float dotResult86 = dot( tex2DNode13 , normalizeResult84 );
|
||
|
|
float4 temp_cast_2 = (_RimPower).xxxx;
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = temp_output_3_0.rgb;
|
||
|
|
float3 Normal = tex2DNode13;
|
||
|
|
float3 Specular = 0.5;
|
||
|
|
float Metallic = ( _Metallic * tex2DNode5.r );
|
||
|
|
float Smoothness = ( (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) )) * _Snoothness );
|
||
|
|
float Occlusion = 1;
|
||
|
|
float3 Emission = ( ( ( ( _CubemapInens * ( texCUBE( _Cubemap, worldRefl73 ) * _CubemapColor ) ) * (( _SmoothRough )?( ( 1.0 - (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) ) ):( (( _SmoothFromMapSwitch )?( tex2D( _SmoothnessMap, Offset22 ).r ):( tex2DNode5.a )) )) ) + ( _EmissionColor * ( _EmissionMultiplayer * (( _EmissionSwitch )?( ( temp_output_3_0 * float4( 0,0,0,0 ) * tex2DNode33.a ) ):( tex2DNode33 )) ) ) ) + ( pow( ( ( 1.0 - dotResult86 ) * _RimColor ) , temp_cast_2 ) * _RimIntens ) ).rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
float3 BakedGI = 0;
|
||
|
|
float3 RefractionColor = 1;
|
||
|
|
float RefractionIndex = 1;
|
||
|
|
float3 Transmission = 1;
|
||
|
|
float3 Translucency = 1;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = ClipPos.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
||
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
InputData inputData = (InputData)0;
|
||
|
|
inputData.positionWS = PositionWS;
|
||
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
||
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
||
|
|
inputData.shadowCoord = ShadowCoord;
|
||
|
|
|
||
|
|
#ifdef _NORMALMAP
|
||
|
|
#if _NORMAL_DROPOFF_TS
|
||
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
|
||
|
|
#elif _NORMAL_DROPOFF_OS
|
||
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
|
#elif _NORMAL_DROPOFF_WS
|
||
|
|
inputData.normalWS = Normal;
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
inputData.normalWS = NormalWS;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
|
inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
|
||
|
|
|
||
|
|
#ifdef ASE_FOG
|
||
|
|
// @diogo: no fog applied in GBuffer
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
|
#else
|
||
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
||
|
|
#else
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_BAKEDGI
|
||
|
|
inputData.bakedGI = BakedGI;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
||
|
|
|
||
|
|
#if defined(DEBUG_DISPLAY)
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
||
|
|
#endif
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
||
|
|
#else
|
||
|
|
inputData.vertexSH = SH;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef _DBUFFER
|
||
|
|
ApplyDecal(input.positionCS,
|
||
|
|
BaseColor,
|
||
|
|
Specular,
|
||
|
|
inputData.normalWS,
|
||
|
|
Metallic,
|
||
|
|
Occlusion,
|
||
|
|
Smoothness);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
BRDFData brdfData;
|
||
|
|
InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
||
|
|
|
||
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
||
|
|
half4 color;
|
||
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
||
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
||
|
|
color.a = Alpha;
|
||
|
|
|
||
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
|
color.rgb *= color.a;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
||
|
|
}
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "SceneSelectionPass"
|
||
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
||
|
|
|
||
|
|
Cull Off
|
||
|
|
AlphaToMask Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SCENESELECTIONPASS 1
|
||
|
|
|
||
|
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
struct SurfaceDescription
|
||
|
|
{
|
||
|
|
float Alpha;
|
||
|
|
float AlphaClipThreshold;
|
||
|
|
};
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction(Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output;
|
||
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
surfaceDescription.Alpha = 1;
|
||
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if _ALPHATEST_ON
|
||
|
|
float alphaClipThreshold = 0.01f;
|
||
|
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
|
#endif
|
||
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return half4( _ObjectId, _PassValue, 1.0, 1.0 );
|
||
|
|
}
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "ScenePickingPass"
|
||
|
|
Tags { "LightMode"="Picking" }
|
||
|
|
|
||
|
|
AlphaToMask Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY 1
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#pragma multi_compile_fragment _ DEBUG_DISPLAY
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19903
|
||
|
|
#define ASE_SRP_VERSION 120115
|
||
|
|
|
||
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SCENEPICKINGPASS 1
|
||
|
|
|
||
|
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _HeightMap_ST;
|
||
|
|
float4 _RimColor;
|
||
|
|
float4 _AlbedoColor;
|
||
|
|
float4 _EmissionColor;
|
||
|
|
float4 _CubemapColor;
|
||
|
|
float _Tiling;
|
||
|
|
float _EmissionSwitch;
|
||
|
|
float _EmissionMultiplayer;
|
||
|
|
float _CubemapInens;
|
||
|
|
float _Snoothness;
|
||
|
|
float _SmoothFromMapSwitch;
|
||
|
|
float _SmoothRough;
|
||
|
|
float _Metallic;
|
||
|
|
float _NormalMapDepth;
|
||
|
|
float _ParalaxOffset;
|
||
|
|
float _RimPower;
|
||
|
|
float _RimIntens;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
struct SurfaceDescription
|
||
|
|
{
|
||
|
|
float Alpha;
|
||
|
|
float AlphaClipThreshold;
|
||
|
|
};
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output;
|
||
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
float4 tf = 1;
|
||
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
||
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
||
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
||
|
|
tf = FixedTess( tessValue );
|
||
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
||
|
|
tf = DistanceBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
[partitioning("fractional_odd")]
|
||
|
|
[outputtopology("triangle_cw")]
|
||
|
|
[patchconstantfunc("TessellationFunction")]
|
||
|
|
[outputcontrolpoints(3)]
|
||
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
||
|
|
{
|
||
|
|
return patch[id];
|
||
|
|
}
|
||
|
|
|
||
|
|
[domain("tri")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
surfaceDescription.Alpha = 1;
|
||
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if _ALPHATEST_ON
|
||
|
|
float alphaClipThreshold = 0.01f;
|
||
|
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
|
#endif
|
||
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return _SelectionID;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
||
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
||
|
|
|
||
|
|
Fallback Off
|
||
|
|
}
|
||
|
|
|
||
|
|
/*ASEBEGIN
|
||
|
|
Version=19903
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;64;-3545.771,133.1267;Float;False;Constant;_ParalaxDepthCorrection;ParalaxDepthCorrection;20;0;Create;True;0;0;0;False;0;False;0.001;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;18;-3309.308,265.2168;Float;False;Property;_ParalaxOffset;ParalaxOffset;16;0;Create;True;0;0;0;False;0;False;0.001;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;67;-2507.129,-935.2653;Float;False;Property;_Tiling;Tiling;20;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;15;-2553.399,-723.864;Inherit;True;Property;_HeightMap;HeightMap;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;63;-2142.688,279.9562;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;17;-2552.477,-1265.36;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
|
Node;AmplifyShaderEditor.ViewDirInputsCoordNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;19;-2181.574,26.19169;Float;False;Tangent;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;16;-1715.648,-1029.003;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;27;-2559.562,-477.743;Inherit;True;Property;_TextureSample6;Texture Sample 6;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;26;-1723.194,-815.5413;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;30;-2545.458,-214.85;Inherit;True;Property;_TextureSample4;Texture Sample 4;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;31;-1714.93,-571.4125;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;28;-2555.921,7.728275;Inherit;True;Property;_TextureSample1;Texture Sample 1;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;29;-1725.393,-348.834;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;23;-2553.803,215.1232;Inherit;True;Property;_TextureSample1;Texture Sample 1;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;20;-1723.276,-141.439;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;24;-2553.803,429.2001;Inherit;True;Property;_TextureSample2;Texture Sample 2;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;21;-1721.541,42.3968;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;54;-2552.627,666.0082;Inherit;True;Property;_TextureSample5;Texture Sample 5;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;53;-1720.365,279.2048;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;56;-2552.626,878.4504;Inherit;True;Property;_TextureSample7;Texture Sample 7;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;55;-1720.365,491.647;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;57;-2545.169,1110.064;Inherit;True;Property;_TextureSample8;Texture Sample 8;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;58;-1712.908,723.2602;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;59;-2545.168,1320.407;Inherit;True;Property;_TextureSample9;Texture Sample 9;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;60;-1712.908,933.6038;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;61;-2551.093,1527.788;Inherit;True;Property;_TextureSample10;Texture Sample 10;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;62;-1718.833,1140.985;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;25;-2575.662,1769.426;Inherit;True;Property;_TextureSample3;Texture Sample 3;15;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Instance;15;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;66;-1428.504,-467.3266;Float;False;Property;_NormalMapDepth;NormalMapDepth;19;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.ParallaxMappingNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;22;-1748.579,1338.499;Inherit;False;Normal;4;0;FLOAT2;0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT3;0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;4;-407.9034,-673.7851;Float;False;Property;_AlbedoColor;AlbedoColor;3;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ViewDirInputsCoordNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;83;-602.9301,596.797;Float;False;Tangent;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;13;-778.8251,-414.4076;Inherit;True;Property;_NormalMap;NormalMap;8;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;1;-549.0192,-948.9838;Inherit;True;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;33;-352.3483,-472.2335;Inherit;True;Property;_EmissionMap;EmissionMap;4;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.NormalizeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;84;-380.2331,593.6971;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.WorldReflectionVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;73;-271.5344,-1133.377;Inherit;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;6;-1291.196,248.5266;Inherit;True;Property;_SmoothnessMap;SmoothnessMap;13;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;3;0.9208739,-662.1165;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;5;-1285.996,5.426482;Inherit;True;Property;_MetallicMap;MetallicMap;14;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;75;52.0542,-1179.219;Inherit;True;Property;_Cubemap;Cubemap;2;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Cube;False;8;0;SAMPLERCUBE;0,0;False;1;FLOAT3;0,0,0;False;2;FLOAT;1;False;3;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.DotProductOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;86;-188.5332,515.2965;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;34;229.7413,-699.8065;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;80;110.8052,-956.5374;Float;False;Property;_CubemapColor;CubemapColor;5;0;Create;True;0;0;0;False;0;False;1,1,1,1;0,0,0,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;2;-960.6956,186.1265;Float;False;Property;_SmoothFromMapSwitch;SmoothFromMapSwitch;9;0;Create;True;0;0;0;False;0;False;1;True;Create;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;32;280.0221,-432.5562;Float;False;Property;_EmissionSwitch;EmissionSwitch;11;0;Create;True;0;0;0;False;0;False;0;True;Create;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;87;-219.0589,679.3472;Float;False;Property;_RimColor;RimColor;22;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;90;-49.53508,492.6224;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;81;453.8052,-1074.537;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;12;-658.3749,320.7062;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;77;97.92907,-1328.744;Float;False;Property;_CubemapInens;CubemapInens;21;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;38;420.8224,-589.8196;Float;False;Property;_EmissionMultiplayer;EmissionMultiplayer;7;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;78;651.1764,-1108.384;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;88;128.7176,620.9003;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;92;13.95716,906.9047;Float;False;Property;_RimPower;RimPower;24;0;Create;True;0;0;0;False;0;False;0.01;0;1;10;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;39;588.9876,-480.4108;Inherit;False;2;2;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;36;416.9641,-884.3021;Float;False;Property;_EmissionColor;EmissionColor;6;0;Create;True;0;0;0;False;0;False;0,0,0,0;0,0,0,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;11;-508.8754,175.1064;Float;False;Property;_SmoothRough;Smooth/Rough;12;0;Create;True;0;0;0;False;0;False;0;True;Create;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;96;342.9286,458.8031;Inherit;False;False;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;98;463.268,839.9341;Float;False;Property;_RimIntens;RimIntens;23;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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||
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;37;817.4061,-681.4637;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||
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Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;70;-228.9966,-236.5272;Inherit;True;Property;_TransparentMap;TransparentMap;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
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||
|
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;79;910.3715,-997.5212;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;97;579.0726,466.7865;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ToggleSwitchNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;68;137.6029,-189.7273;Float;False;Property;_TransparentSwitch;TransparentSwitch;10;0;Create;True;0;0;0;False;0;False;1;True;Create;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;9;-461.2012,333.9779;Float;False;Property;_Snoothness;Snoothness;17;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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||
|
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Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;74;1140.694,-616.9877;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||
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Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;8;-644.9746,-14.00033;Float;False;Property;_Metallic;Metallic;18;0;Create;True;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
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||
|
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;82;489.7297,-77.78619;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;7;-293.0748,8.706559;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;89;504.0966,208.3154;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
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||
|
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;10;-196.8749,160.8066;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||
|
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;99;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;;0;0;Standard;0;False;0
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||
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;100;1056.816,32.20099;Float;False;True;-1;3;UnityEditor.ShaderGraphLitGUI;0;12;ASE/ASE_StandartTransparent;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;;0;0;Standard;47;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;0;0;Workflow;1;0;Surface;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;1;0; Use Shadow Threshold;0;0;Fragment Normal Space,InvertActionOnDeselection;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;2;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;Debug Display;1;0;Clear Coat;0;0;0;10;False;True;True;True;True;True;True;True;True;True;False;;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;101;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;102;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;103;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;104;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;105;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;106;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;107;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;108;1056.816,32.20099;Float;False;False;-1;3;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
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|
WireConnection;2;1;6;1
|
||
|
|
WireConnection;32;0;33;0
|
||
|
|
WireConnection;32;1;34;0
|
||
|
|
WireConnection;90;0;86;0
|
||
|
|
WireConnection;81;0;75;0
|
||
|
|
WireConnection;81;1;80;0
|
||
|
|
WireConnection;12;0;2;0
|
||
|
|
WireConnection;78;0;77;0
|
||
|
|
WireConnection;78;1;81;0
|
||
|
|
WireConnection;88;0;90;0
|
||
|
|
WireConnection;88;1;87;0
|
||
|
|
WireConnection;39;0;38;0
|
||
|
|
WireConnection;39;1;32;0
|
||
|
|
WireConnection;11;0;2;0
|
||
|
|
WireConnection;11;1;12;0
|
||
|
|
WireConnection;96;0;88;0
|
||
|
|
WireConnection;96;1;92;0
|
||
|
|
WireConnection;37;0;36;0
|
||
|
|
WireConnection;37;1;39;0
|
||
|
|
WireConnection;70;1;22;0
|
||
|
|
WireConnection;79;0;78;0
|
||
|
|
WireConnection;79;1;11;0
|
||
|
|
WireConnection;97;0;96;0
|
||
|
|
WireConnection;97;1;98;0
|
||
|
|
WireConnection;68;0;70;1
|
||
|
|
WireConnection;68;1;70;4
|
||
|
|
WireConnection;74;0;79;0
|
||
|
|
WireConnection;74;1;37;0
|
||
|
|
WireConnection;82;0;4;4
|
||
|
|
WireConnection;82;1;68;0
|
||
|
|
WireConnection;7;0;8;0
|
||
|
|
WireConnection;7;1;5;1
|
||
|
|
WireConnection;89;0;74;0
|
||
|
|
WireConnection;89;1;97;0
|
||
|
|
WireConnection;10;0;11;0
|
||
|
|
WireConnection;10;1;9;0
|
||
|
|
WireConnection;100;0;3;0
|
||
|
|
WireConnection;100;1;13;0
|
||
|
|
WireConnection;100;3;7;0
|
||
|
|
WireConnection;100;4;10;0
|
||
|
|
WireConnection;100;2;89;0
|
||
|
|
ASEEND*/
|
||
|
|
//CHKSM=7A5E968A233D18DB3704D2890A66D1B65D4C7642
|