ToriaAssets/Sources/Shaders/ALP Surface Detail.shader

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2026-05-19 12:20:15 +02:00
// Made with Amplify Shader Editor v1.9.3.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ALP/Surface Detail"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector][Enum(Front,2,Back,1,Both,0)]_Cull("Render Face", Int) = 2
[DE_DrawerCategory(COLOR,true,_BaseColor,0,0)]_CATEGORY_COLOR("CATEGORY_COLOR", Float) = 1
_BaseColor("Base Color", Color) = (1,1,1,0)
_BaseColorSaturation("Saturation", Range( 0 , 1)) = 0
_Brightness("Brightness", Range( 0 , 2)) = 1
[DE_DrawerSpace(10)]_SPACE_COLOR("SPACE_COLOR", Float) = 0
[DE_DrawerCategory(SURFACE INPUTS,true,_MainTex,0,0)]_CATEGORY_SURFACEINPUTS("CATEGORY_SURFACE INPUTS", Float) = 1
[DE_DrawerTextureSingleLine]_MainTex("Base Map", 2D) = "white" {}
[DE_DrawerFloatEnum(UV0 _UV1 _UV2 _UV3)]_UVMode("UV Mode", Float) = 0
[DE_DrawerTilingOffset]_MainUVs("Main UVs", Vector) = (1,1,0,0)
[DE_DrawerTextureSingleLine][Space(10)]_MetallicGlossMap("Metallic Map", 2D) = "white" {}
_MetallicStrength("Metallic Strength", Range( 0 , 1)) = 0
[DE_DrawerFloatEnum(Smoothness _Roughness)][Space(10)]_SmoothnessSource("Smoothness Source", Float) = 1
[DE_DrawerTextureSingleLine]_SmoothnessMap("Smoothness Map", 2D) = "white" {}
_SmoothnessStrength("Smoothness Strength", Range( 0 , 1)) = 0
[DE_DrawerToggleLeft]_SmoothnessFresnelEnable("ENABLE FRESNEL", Float) = 0
_SmoothnessFresnelScale("Fresnel Scale", Range( 0 , 3)) = 1.1
_SmoothnessFresnelPower("Fresnel Power", Range( 0 , 20)) = 10
[DE_DrawerFloatEnum(Texture _Vertex Color)][Space(10)]_OcclusionSource("Occlusion Source", Float) = 0
[DE_DrawerTextureSingleLine]_OcclusionMap("Occlusion Map", 2D) = "white" {}
_OcclusionStrengthAO("Occlusion Strength", Range( 0 , 1)) = 0
[Normal][DE_DrawerTextureSingleLine][Space(10)]_BumpMap("Normal Map", 2D) = "bump" {}
_NormalStrength("Normal Strength", Float) = 1
[DE_DrawerSpace(10)]_SPACE_SURFACEINPUTS("SPACE_SURFACE INPUTS", Float) = 0
[DE_DrawerCategory(TRANSMISSION,true,_TransmissionEnable,0,0)]_CATEGORY_TRANSMISSION("CATEGORY_TRANSMISSION", Float) = 0
[DE_DrawerSpace(10)]_SPACE_TRANSLUCENCY("SPACE_TRANSLUCENCY", Float) = 0
[DE_DrawerCategory(DETAIL MAPPING,true,_DetailEnable,0,0)]_CATEGORY_DETAILMAPPING("CATEGORY_DETAIL MAPPING", Float) = 0
[DE_DrawerToggleLeft]_DetailEnable("ENABLE DETAIL MAP", Float) = 0
[HDR]_DetailColor("Detail Color", Color) = (1,1,1,0)
_DetailBrightness("Brightness", Range( 0 , 2)) = 1
_DetailSaturation("Saturation", Range( 0 , 1)) = 0
[DE_DrawerTextureSingleLine]_DetailColorMap("Detail Map", 2D) = "white" {}
[DE_DrawerTilingOffset]_DetailUVs("Detail UVs", Vector) = (1,1,0,0)
[DE_DrawerFloatEnum(UV0 _UV1 _UV2 _UV3)]_DetailUVMode("Detail UV Mode", Float) = 0
_DetailUVRotation("Detail UV Rotation", Float) = 0
[Normal][DE_DrawerTextureSingleLine]_DetailNormalMap("Normal Map", 2D) = "bump" {}
_DetailNormalStrength("Normal Strength", Float) = 1
[DE_DrawerFloatEnum(Off _Red _Green _Blue _Alpha)]_DetailBlendVertexColor("Blend Vertex Color", Int) = 0
[DE_DrawerFloatEnum(BaseColor _Detail)]_DetailBlendSource("Blend Source", Float) = 1
_DetailBlendStrength("Blend Strength", Range( 0 , 3)) = 1
_DetailBlendHeight("Blend Height", Range( 0.001 , 3)) = 0.5
_DetailBlendSmooth("Blend Smooth", Range( 0.001 , 1)) = 0.5
[DE_DrawerToggleLeft][Space(5)]_DetailBlendEnableAltitudeMask("ENABLE ALTITUDE MASK", Float) = 0
_DetailBlendHeightMin("Blend Height Min", Float) = -0.5
_DetailBlendHeightMax("Blend Height Max", Float) = 1
[DE_DrawerToggleLeft][Space(10)]_DetailMaskEnable("ENABLE DETAIL MAP MASK", Float) = 0
[DE_DrawerToggleNoKeyword]_DetailMaskIsInverted("Detail Mask Is Inverted", Float) = 0
[DE_DrawerTextureSingleLine]_DetailMaskMap("Detail Mask", 2D) = "white" {}
[DE_DrawerTilingOffset]_DetailMaskUVs("Detail Mask UVs", Vector) = (1,1,0,0)
_DetailMaskUVRotation("Detail Mask Rotation", Float) = 0
_DetailMaskBlendStrength("Detail Mask Blend Strength", Range( 0.001 , 1)) = 1
_DetailMaskBlendHardness("Detail Mask Blend Hardness", Range( 0.001 , 5)) = 1
_DetailMaskBlendFalloff("Detail Mask Blend Falloff", Range( 0.001 , 0.999)) = 0.999
[DE_DrawerSpace(10)]_SPACE_DETAIL("SPACE_DETAIL", Float) = 0
[DE_DrawerCategory(DETAIL MAPPING SECONDARY,true,_DetailSecondaryEnable,0,0)]_CATEGORY_DETAILMAPPINGSECONDARY("CATEGORY_DETAIL MAPPING SECONDARY", Float) = 0
[DE_DrawerToggleLeft]_DetailSecondaryEnable("ENABLE DETAIL MAP SECONDARY", Float) = 0
[HDR]_DetailSecondaryColor("Detail Color", Color) = (1,1,1,0)
_DetailSecondaryBrightness("Brightness", Range( 0 , 2)) = 1
_DetailSecondarySaturation("Saturation", Range( 0 , 1)) = 0
[DE_DrawerTextureSingleLine]_DetailSecondaryColorMap("Detail Map", 2D) = "white" {}
[DE_DrawerTilingOffset]_DetailSecondaryUVs("Detail Secondary UVs", Vector) = (1,1,0,0)
[DE_DrawerFloatEnum(UV0 _UV1 _UV2 _UV3)]_DetailSecondaryUVMode("Detail Secondary UV Mode", Float) = 0
_DetailSecondaryUVRotation("Detail Secondary UV Rotation", Float) = 0
[Normal][DE_DrawerTextureSingleLine]_DetailSecondaryNormalMap("Normal Map", 2D) = "bump" {}
_DetailSecondaryNormalStrength("Normal Strength", Float) = 1
[DE_DrawerFloatEnum(Off _Red _Green _Blue _Alpha)]_DetailSecondaryBlendVertexColor("Blend Vertex Color", Int) = 0
[DE_DrawerFloatEnum(BaseColor _Detail)]_DetailSecondaryBlendSource("Blend Source", Float) = 1
_DetailSecondaryBlendStrength("Blend Strength", Range( 0.001 , 3)) = 1
_DetailSecondaryBlendHeight("Blend Height", Range( 0.001 , 3)) = 0.5
_DetailSecondaryBlendSmooth("Blend Smooth", Range( 0.001 , 1)) = 0.5
[DE_DrawerToggleLeft][Space(5)]_DetailSecondaryBlendEnableAltitudeMask("ENABLE ALTITUDE MASK", Float) = 0
_DetailSecondaryBlendHeightMin("Blend Height Min", Float) = -0.5
_DetailSecondaryBlendHeightMax("Blend Height Max", Float) = 1
[Header(BLEND WEIGHT)][Space(5)]_DetailSecondaryBlendWeightLayer1("Blend Weight Detail", Range( 0 , 1)) = 0.5
_DetailSecondaryBlendWeightLayer2("Blend Weight Detail Secondary", Range( 0 , 1)) = 0.5
[DE_DrawerToggleLeft][Space(10)]_DetailSecondaryMaskEnable("ENABLE DETAIL MAP SECONDARY MASK", Float) = 0
[DE_DrawerToggleNoKeyword]_DetailSecondaryMaskIsInverted("Detail Mask Is Inverted", Float) = 0
[DE_DrawerTextureSingleLine]_DetailSecondaryMaskMap("Detail Mask", 2D) = "white" {}
[DE_DrawerTilingOffset]_DetailSecondaryMaskUVs("Detail Mask UVs", Vector) = (1,1,0,0)
_DetailSecondaryMaskUVRotation("Detail Mask Rotation", Float) = 0
_DetailSecondaryMaskBlendStrength("Detail Mask Blend Strength", Range( 0.001 , 1)) = 0.5
_DetailSecondaryMaskBlendHardness("Detail Mask Blend Hardness", Range( 0.001 , 5)) = 1.35
_DetailSecondaryMaskBlendFalloff("Detail Mask Blend Falloff", Range( 0.001 , 0.999)) = 0.5
[DE_DrawerSpace(10)]_SPACE_DETAILSECONDARY("SPACE_DETAILSECONDARY", Float) = 0
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
Cull [_Cull]
ZWrite On
ZTest LEqual
Offset 0 , 0
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
#else // Linear values//ASE Color Space Def
#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
#endif//ASE Color Space Def
#define ASE_USING_SAMPLING_MACROS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#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 _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
#pragma multi_compile _ DOTS_INSTANCING_ON
#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 _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_FORWARD
#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)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#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 VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float4 ase_texcoord8 : TEXCOORD8;
float4 ase_texcoord9 : TEXCOORD9;
float4 ase_color : COLOR;
float4 ase_texcoord10 : TEXCOORD10;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DetailColorMap);
TEXTURE2D(_DetailMaskMap);
TEXTURE2D(_DetailSecondaryColorMap);
TEXTURE2D(_DetailSecondaryMaskMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_DetailNormalMap);
TEXTURE2D(_DetailSecondaryNormalMap);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_SmoothnessMap);
SAMPLER(sampler_SmoothnessMap);
TEXTURE2D(_OcclusionMap);
SAMPLER(sampler_OcclusionMap);
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float2 float2switchUVMode80_g58525( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57837( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57840( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57853( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
float2 float2switchUVMode80_g57843( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57846( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57852( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float m_switch80_g58525 = _UVMode;
float2 m_UV080_g58525 = v.texcoord.xy;
float2 m_UV180_g58525 = v.texcoord1.xy;
float2 m_UV280_g58525 = v.texcoord2.xy;
float2 m_UV380_g58525 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g58525 = float2switchUVMode80_g58525( m_switch80_g58525 , m_UV080_g58525 , m_UV180_g58525 , m_UV280_g58525 , m_UV380_g58525 );
float2 temp_output_1955_0_g57857 = (_MainUVs).xy;
float2 temp_output_1953_0_g57857 = (_MainUVs).zw;
float2 Offset235_g58525 = temp_output_1953_0_g57857;
float2 temp_output_41_0_g58525 = ( ( localfloat2switchUVMode80_g58525 * temp_output_1955_0_g57857 ) + Offset235_g58525 );
float2 vertexToFrag70_g58525 = temp_output_41_0_g58525;
o.ase_texcoord8.xy = vertexToFrag70_g58525;
float temp_output_6_0_g57837 = _DetailUVRotation;
float temp_output_200_0_g57837 = radians( temp_output_6_0_g57837 );
float temp_output_13_0_g57837 = cos( temp_output_200_0_g57837 );
float m_switch80_g57837 = _DetailUVMode;
float2 m_UV080_g57837 = v.texcoord.xy;
float2 m_UV180_g57837 = v.texcoord1.xy;
float2 m_UV280_g57837 = v.texcoord2.xy;
float2 m_UV380_g57837 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57837 = float2switchUVMode80_g57837( m_switch80_g57837 , m_UV080_g57837 , m_UV180_g57837 , m_UV280_g57837 , m_UV380_g57837 );
float2 temp_output_9_0_g57837 = float2( 0.5,0.5 );
float2 break39_g57837 = ( localfloat2switchUVMode80_g57837 - temp_output_9_0_g57837 );
float temp_output_14_0_g57837 = sin( temp_output_200_0_g57837 );
float2 appendResult36_g57837 = (float2(( ( temp_output_13_0_g57837 * break39_g57837.x ) + ( temp_output_14_0_g57837 * break39_g57837.y ) ) , ( ( temp_output_13_0_g57837 * break39_g57837.y ) - ( temp_output_14_0_g57837 * break39_g57837.x ) )));
float2 Offset235_g57837 = (_DetailUVs).zw;
float2 temp_output_41_0_g57837 = ( ( ( appendResult36_g57837 * ( (_DetailUVs).xy / 1.0 ) ) + temp_output_9_0_g57837 ) + Offset235_g57837 );
float2 _ConstantAnchor = float2(0.5,0.5);
float2 vertexToFrag70_g57837 = ( temp_output_41_0_g57837 - ( ( ( (_DetailUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord8.zw = vertexToFrag70_g57837;
float temp_output_6_0_g57840 = _DetailMaskUVRotation;
float temp_output_200_0_g57840 = radians( temp_output_6_0_g57840 );
float temp_output_13_0_g57840 = cos( temp_output_200_0_g57840 );
float DetailUVMode1060_g57823 = _DetailUVMode;
float m_switch80_g57840 = DetailUVMode1060_g57823;
float2 m_UV080_g57840 = v.texcoord.xy;
float2 m_UV180_g57840 = v.texcoord1.xy;
float2 m_UV280_g57840 = v.texcoord2.xy;
float2 m_UV380_g57840 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57840 = float2switchUVMode80_g57840( m_switch80_g57840 , m_UV080_g57840 , m_UV180_g57840 , m_UV280_g57840 , m_UV380_g57840 );
float2 temp_output_9_0_g57840 = float2( 0.5,0.5 );
float2 break39_g57840 = ( localfloat2switchUVMode80_g57840 - temp_output_9_0_g57840 );
float temp_output_14_0_g57840 = sin( temp_output_200_0_g57840 );
float2 appendResult36_g57840 = (float2(( ( temp_output_13_0_g57840 * break39_g57840.x ) + ( temp_output_14_0_g57840 * break39_g57840.y ) ) , ( ( temp_output_13_0_g57840 * break39_g57840.y ) - ( temp_output_14_0_g57840 * break39_g57840.x ) )));
float2 Offset235_g57840 = (_DetailMaskUVs).zw;
float2 temp_output_41_0_g57840 = ( ( ( appendResult36_g57840 * ( (_DetailMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57840 ) + Offset235_g57840 );
float2 vertexToFrag70_g57840 = ( temp_output_41_0_g57840 - ( ( ( (_DetailMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord9.xy = vertexToFrag70_g57840;
float temp_output_6_0_g57843 = _DetailSecondaryUVRotation;
float temp_output_200_0_g57843 = radians( temp_output_6_0_g57843 );
float temp_output_13_0_g57843 = cos( temp_output_200_0_g57843 );
float m_switch80_g57843 = _DetailSecondaryUVMode;
float2 m_UV080_g57843 = v.texcoord.xy;
float2 m_UV180_g57843 = v.texcoord1.xy;
float2 m_UV280_g57843 = v.texcoord2.xy;
float2 m_UV380_g57843 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57843 = float2switchUVMode80_g57843( m_switch80_g57843 , m_UV080_g57843 , m_UV180_g57843 , m_UV280_g57843 , m_UV380_g57843 );
float2 temp_output_9_0_g57843 = float2( 0.5,0.5 );
float2 break39_g57843 = ( localfloat2switchUVMode80_g57843 - temp_output_9_0_g57843 );
float temp_output_14_0_g57843 = sin( temp_output_200_0_g57843 );
float2 appendResult36_g57843 = (float2(( ( temp_output_13_0_g57843 * break39_g57843.x ) + ( temp_output_14_0_g57843 * break39_g57843.y ) ) , ( ( temp_output_13_0_g57843 * break39_g57843.y ) - ( temp_output_14_0_g57843 * break39_g57843.x ) )));
float2 Offset235_g57843 = (_DetailSecondaryUVs).zw;
float2 temp_output_41_0_g57843 = ( ( ( appendResult36_g57843 * ( (_DetailSecondaryUVs).xy / 1.0 ) ) + temp_output_9_0_g57843 ) + Offset235_g57843 );
float2 vertexToFrag70_g57843 = ( temp_output_41_0_g57843 - ( ( ( (_DetailSecondaryUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord9.zw = vertexToFrag70_g57843;
float temp_output_6_0_g57846 = _DetailSecondaryMaskUVRotation;
float temp_output_200_0_g57846 = radians( temp_output_6_0_g57846 );
float temp_output_13_0_g57846 = cos( temp_output_200_0_g57846 );
float DetailSecondaryUVMode1059_g57823 = _DetailSecondaryUVMode;
float m_switch80_g57846 = DetailSecondaryUVMode1059_g57823;
float2 m_UV080_g57846 = v.texcoord.xy;
float2 m_UV180_g57846 = v.texcoord1.xy;
float2 m_UV280_g57846 = v.texcoord2.xy;
float2 m_UV380_g57846 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57846 = float2switchUVMode80_g57846( m_switch80_g57846 , m_UV080_g57846 , m_UV180_g57846 , m_UV280_g57846 , m_UV380_g57846 );
float2 temp_output_9_0_g57846 = float2( 0.5,0.5 );
float2 break39_g57846 = ( localfloat2switchUVMode80_g57846 - temp_output_9_0_g57846 );
float temp_output_14_0_g57846 = sin( temp_output_200_0_g57846 );
float2 appendResult36_g57846 = (float2(( ( temp_output_13_0_g57846 * break39_g57846.x ) + ( temp_output_14_0_g57846 * break39_g57846.y ) ) , ( ( temp_output_13_0_g57846 * break39_g57846.y ) - ( temp_output_14_0_g57846 * break39_g57846.x ) )));
float2 Offset235_g57846 = (_DetailSecondaryMaskUVs).zw;
float2 temp_output_41_0_g57846 = ( ( ( appendResult36_g57846 * ( (_DetailSecondaryMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57846 ) + Offset235_g57846 );
float2 vertexToFrag70_g57846 = ( temp_output_41_0_g57846 - ( ( ( (_DetailSecondaryMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord10.xy = vertexToFrag70_g57846;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord10.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
v.tangentOS = v.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
#endif
#if !defined(LIGHTMAP_ON)
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
#ifdef ASE_FOG
half fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
#else
half fogFactor = 0;
#endif
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.texcoord = v.texcoord;
o.ase_texcoord3 = v.ase_texcoord3;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float3 temp_output_1923_0_g57857 = (_BaseColor).rgb;
float2 vertexToFrag70_g58525 = IN.ase_texcoord8.xy;
float2 UV213_g57857 = vertexToFrag70_g58525;
float4 tex2DNode2048_g57857 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g57857 );
float3 ALBEDO_RGBA1381_g57857 = (tex2DNode2048_g57857).rgb;
float3 temp_output_12_0_g57865 = ALBEDO_RGBA1381_g57857;
float dotResult28_g57865 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57865 );
float3 temp_cast_0 = (dotResult28_g57865).xxx;
float temp_output_21_0_g57865 = ( 1.0 - _BaseColorSaturation );
float3 lerpResult31_g57865 = lerp( temp_cast_0 , temp_output_12_0_g57865 , temp_output_21_0_g57865);
float3 temp_output_3_0_g57857 = ( temp_output_1923_0_g57857 * lerpResult31_g57865 * _Brightness );
float3 temp_output_39_0_g57823 = temp_output_3_0_g57857;
float localStochasticTiling159_g57828 = ( 0.0 );
float2 vertexToFrag70_g57837 = IN.ase_texcoord8.zw;
float2 temp_output_1334_0_g57823 = vertexToFrag70_g57837;
float2 UV159_g57828 = temp_output_1334_0_g57823;
float4 TexelSize159_g57828 = _DetailColorMap_TexelSize;
float4 Offsets159_g57828 = float4( 0,0,0,0 );
float2 Weights159_g57828 = float2( 0,0 );
{
UV159_g57828 = UV159_g57828 * TexelSize159_g57828.zw - 0.5;
float2 f = frac( UV159_g57828 );
UV159_g57828 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57828.x - 0.5, UV159_g57828.x + 1.5, UV159_g57828.y - 0.5, UV159_g57828.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57828 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57828.xyxy;
Weights159_g57828 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57829 = Offsets159_g57828;
float2 Input_FetchWeights143_g57829 = Weights159_g57828;
float2 break46_g57829 = Input_FetchWeights143_g57829;
float4 lerpResult20_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yw ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xw ) , break46_g57829.x);
float4 lerpResult40_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yz ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xz ) , break46_g57829.x);
float4 lerpResult22_g57829 = lerp( lerpResult20_g57829 , lerpResult40_g57829 , break46_g57829.y);
float4 Output_Fetch2D44_g57829 = lerpResult22_g57829;
float3 temp_output_44_0_g57823 = ( (_DetailColor).rgb * (Output_Fetch2D44_g57829).rgb * _DetailBrightness );
float3 temp_output_12_0_g57849 = temp_output_44_0_g57823;
float dotResult28_g57849 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57849 );
float3 temp_cast_1 = (dotResult28_g57849).xxx;
float temp_output_21_0_g57849 = ( 1.0 - _DetailSaturation );
float3 lerpResult31_g57849 = lerp( temp_cast_1 , temp_output_12_0_g57849 , temp_output_21_0_g57849);
float3 temp_output_1272_0_g57823 = (unity_ColorSpaceDouble).rgb;
float3 temp_output_1190_0_g57823 = ( lerpResult31_g57849 * temp_output_1272_0_g57823 );
float3 BaseColor_RGB40_g57823 = temp_output_39_0_g57823;
float localStochasticTiling159_g57835 = ( 0.0 );
float2 vertexToFrag70_g57840 = IN.ase_texcoord9.xy;
float2 temp_output_1339_0_g57823 = vertexToFrag70_g57840;
float2 UV159_g57835 = temp_output_1339_0_g57823;
float4 TexelSize159_g57835 = _DetailMaskMap_TexelSize;
float4 Offsets159_g57835 = float4( 0,0,0,0 );
float2 Weights159_g57835 = float2( 0,0 );
{
UV159_g57835 = UV159_g57835 * TexelSize159_g57835.zw - 0.5;
float2 f = frac( UV159_g57835 );
UV159_g57835 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57835.x - 0.5, UV159_g57835.x + 1.5, UV159_g57835.y - 0.5, UV159_g57835.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57835 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57835.xyxy;
Weights159_g57835 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57836 = Offsets159_g57835;
float2 Input_FetchWeights143_g57836 = Weights159_g57835;
float2 break46_g57836 = Input_FetchWeights143_g57836;
float4 lerpResult20_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yw ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xw ) , break46_g57836.x);
float4 lerpResult40_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yz ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xz ) , break46_g57836.x);
float4 lerpResult22_g57836 = lerp( lerpResult20_g57836 , lerpResult40_g57836 , break46_g57836.y);
float4 Output_Fetch2D44_g57836 = lerpResult22_g57836;
float4 break50_g57836 = Output_Fetch2D44_g57836;
float lerpResult997_g57823 = lerp( ( 1.0 - break50_g57836.r ) , break50_g57836.r , _DetailMaskIsInverted);
float temp_output_15_0_g57851 = ( 1.0 - lerpResult997_g57823 );
float temp_output_26_0_g57851 = _DetailMaskBlendStrength;
float temp_output_24_0_g57851 = _DetailMaskBlendHardness;
float saferPower2_g57851 = abs( max( saturate( (0.0 + (temp_output_15_0_g57851 - ( 1.0 - temp_output_26_0_g57851 )) * (temp_output_24_0_g57851 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57851 ))) ) , 0.0 ) );
float temp_output_22_0_g57851 = _DetailMaskBlendFalloff;
float Blend_DetailMask986_g57823 = saturate( pow( saferPower2_g57851 , ( 1.0 - temp_output_22_0_g57851 ) ) );
float3 lerpResult1194_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1190_0_g57823 , Blend_DetailMask986_g57823);
float temp_output_1162_0_g57823 = ( 1.0 - Blend_DetailMask986_g57823 );
float3 appendResult1161_g57823 = (float3(temp_output_1162_0_g57823 , temp_output_1162_0_g57823 , temp_output_1162_0_g57823));
float3 lerpResult1005_g57823 = lerp( temp_output_1190_0_g57823 , ( ( lerpResult1194_g57823 * Blend_DetailMask986_g57823 ) + appendResult1161_g57823 ) , _DetailMaskEnable);
float3 BaseColor_Detail255_g57823 = lerpResult1005_g57823;
float BaseColor_R1273_g57823 = temp_output_39_0_g57823.x;
float BaseColor_DetailR887_g57823 = Output_Fetch2D44_g57829.r;
float lerpResult1105_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailR887_g57823 , _DetailBlendSource);
float m_switch44_g57853 = (float)_DetailBlendVertexColor;
float m_Off44_g57853 = 1.0;
float dotResult58_g57853 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57853 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57853 = ( dotResult58_g57853 + dotResult61_g57853 );
float dotResult57_g57853 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57853 = ( dotResult57_g57853 + dotResult58_g57853 );
float m_B44_g57853 = ( dotResult57_g57853 + dotResult61_g57853 );
float m_A44_g57853 = IN.ase_color.a;
float localMaskVCSwitch44_g57853 = MaskVCSwitch44_g57853( m_switch44_g57853 , m_Off44_g57853 , m_R44_g57853 , m_G44_g57853 , m_B44_g57853 , m_A44_g57853 );
float clampResult54_g57853 = clamp( ( ( localMaskVCSwitch44_g57853 * _DetailBlendHeight ) / _DetailBlendSmooth ) , 0.0 , 1.0 );
float Blend647_g57823 = saturate( ( ( ( ( lerpResult1105_g57823 - 0.5 ) * ( ( 1.0 - _DetailBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailBlendSmooth ) ) + ( 1.0 - clampResult54_g57853 ) ) );
float temp_output_1171_0_g57823 = ( 1.0 - Blend647_g57823 );
float3 appendResult1174_g57823 = (float3(temp_output_1171_0_g57823 , temp_output_1171_0_g57823 , temp_output_1171_0_g57823));
float3 temp_output_1173_0_g57823 = ( ( BaseColor_Detail255_g57823 * Blend647_g57823 ) + appendResult1174_g57823 );
float temp_output_20_0_g57854 = _DetailBlendHeightMin;
float temp_output_21_0_g57854 = _DetailBlendHeightMax;
float3 worldToObj1466_g57823 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 WorldPosition1436_g57823 = worldToObj1466_g57823;
float smoothstepResult25_g57854 = smoothstep( temp_output_20_0_g57854 , temp_output_21_0_g57854 , WorldPosition1436_g57823.y);
float DetailBlendHeight1440_g57823 = smoothstepResult25_g57854;
float3 lerpResult1438_g57823 = lerp( temp_output_1173_0_g57823 , temp_output_39_0_g57823 , DetailBlendHeight1440_g57823);
float3 lerpResult1457_g57823 = lerp( temp_output_1173_0_g57823 , lerpResult1438_g57823 , _DetailBlendEnableAltitudeMask);
float3 temp_output_1180_0_g57823 = ( temp_output_39_0_g57823 * lerpResult1457_g57823 );
float2 appendResult1114_g57823 = (float2(_DetailSecondaryBlendWeightLayer1 , _DetailSecondaryBlendWeightLayer2));
float localStochasticTiling159_g57824 = ( 0.0 );
float2 vertexToFrag70_g57843 = IN.ase_texcoord9.zw;
float2 temp_output_1342_0_g57823 = vertexToFrag70_g57843;
float2 UV159_g57824 = temp_output_1342_0_g57823;
float4 TexelSize159_g57824 = _DetailSecondaryColorMap_TexelSize;
float4 Offsets159_g57824 = float4( 0,0,0,0 );
float2 Weights159_g57824 = float2( 0,0 );
{
UV159_g57824 = UV159_g57824 * TexelSize159_g57824.zw - 0.5;
float2 f = frac( UV159_g57824 );
UV159_g57824 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57824.x - 0.5, UV159_g57824.x + 1.5, UV159_g57824.y - 0.5, UV159_g57824.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57824 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57824.xyxy;
Weights159_g57824 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57825 = Offsets159_g57824;
float2 Input_FetchWeights143_g57825 = Weights159_g57824;
float2 break46_g57825 = Input_FetchWeights143_g57825;
float4 lerpResult20_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xw ) , break46_g57825.x);
float4 lerpResult40_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xz ) , break46_g57825.x);
float4 lerpResult22_g57825 = lerp( lerpResult20_g57825 , lerpResult40_g57825 , break46_g57825.y);
float4 Output_Fetch2D44_g57825 = lerpResult22_g57825;
float3 temp_output_436_0_g57823 = ( (_DetailSecondaryColor).rgb * (Output_Fetch2D44_g57825).rgb * _DetailSecondaryBrightness );
float3 temp_output_12_0_g57850 = temp_output_436_0_g57823;
float dotResult28_g57850 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57850 );
float3 temp_cast_3 = (dotResult28_g57850).xxx;
float temp_output_21_0_g57850 = ( 1.0 - _DetailSecondarySaturation );
float3 lerpResult31_g57850 = lerp( temp_cast_3 , temp_output_12_0_g57850 , temp_output_21_0_g57850);
float3 ColorSpaceDouble1261_g57823 = temp_output_1272_0_g57823;
float3 temp_output_1239_0_g57823 = ( lerpResult31_g57850 * ColorSpaceDouble1261_g57823 );
float localStochasticTiling159_g57830 = ( 0.0 );
float2 vertexToFrag70_g57846 = IN.ase_texcoord10.xy;
float2 temp_output_1347_0_g57823 = vertexToFrag70_g57846;
float2 UV159_g57830 = temp_output_1347_0_g57823;
float4 TexelSize159_g57830 = _DetailSecondaryMaskMap_TexelSize;
float4 Offsets159_g57830 = float4( 0,0,0,0 );
float2 Weights159_g57830 = float2( 0,0 );
{
UV159_g57830 = UV159_g57830 * TexelSize159_g57830.zw - 0.5;
float2 f = frac( UV159_g57830 );
UV159_g57830 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57830.x - 0.5, UV159_g57830.x + 1.5, UV159_g57830.y - 0.5, UV159_g57830.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57830 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57830.xyxy;
Weights159_g57830 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57831 = Offsets159_g57830;
float2 Input_FetchWeights143_g57831 = Weights159_g57830;
float2 break46_g57831 = Input_FetchWeights143_g57831;
float4 lerpResult20_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xw ) , break46_g57831.x);
float4 lerpResult40_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xz ) , break46_g57831.x);
float4 lerpResult22_g57831 = lerp( lerpResult20_g57831 , lerpResult40_g57831 , break46_g57831.y);
float4 Output_Fetch2D44_g57831 = lerpResult22_g57831;
float4 break50_g57831 = Output_Fetch2D44_g57831;
float lerpResult486_g57823 = lerp( ( 1.0 - break50_g57831.r ) , break50_g57831.r , _DetailSecondaryMaskIsInverted);
float temp_output_15_0_g57832 = ( 1.0 - lerpResult486_g57823 );
float temp_output_26_0_g57832 = _DetailSecondaryMaskBlendStrength;
float temp_output_24_0_g57832 = _DetailSecondaryMaskBlendHardness;
float saferPower2_g57832 = abs( max( saturate( (0.0 + (temp_output_15_0_g57832 - ( 1.0 - temp_output_26_0_g57832 )) * (temp_output_24_0_g57832 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57832 ))) ) , 0.0 ) );
float temp_output_22_0_g57832 = _DetailSecondaryMaskBlendFalloff;
float Blend_DetailSecondaryMask755_g57823 = saturate( pow( saferPower2_g57832 , ( 1.0 - temp_output_22_0_g57832 ) ) );
float3 lerpResult1234_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1239_0_g57823 , Blend_DetailSecondaryMask755_g57823);
float temp_output_1236_0_g57823 = ( 1.0 - Blend_DetailSecondaryMask755_g57823 );
float3 appendResult1238_g57823 = (float3(temp_output_1236_0_g57823 , temp_output_1236_0_g57823 , temp_output_1236_0_g57823));
float3 lerpResult1233_g57823 = lerp( temp_output_1239_0_g57823 , ( ( lerpResult1234_g57823 * Blend_DetailSecondaryMask755_g57823 ) + appendResult1238_g57823 ) , _DetailSecondaryMaskEnable);
float3 BaseColor_DetailSecondary805_g57823 = lerpResult1233_g57823;
float BaseColor_DetailSecondaryR1102_g57823 = Output_Fetch2D44_g57825.r;
float lerpResult1103_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailSecondaryR1102_g57823 , _DetailSecondaryBlendSource);
float m_switch44_g57852 = (float)_DetailSecondaryBlendVertexColor;
float m_Off44_g57852 = 1.0;
float dotResult58_g57852 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57852 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57852 = ( dotResult58_g57852 + dotResult61_g57852 );
float dotResult57_g57852 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57852 = ( dotResult57_g57852 + dotResult58_g57852 );
float m_B44_g57852 = ( dotResult57_g57852 + dotResult61_g57852 );
float m_A44_g57852 = IN.ase_color.a;
float localMaskVCSwitch44_g57852 = MaskVCSwitch44_g57852( m_switch44_g57852 , m_Off44_g57852 , m_R44_g57852 , m_G44_g57852 , m_B44_g57852 , m_A44_g57852 );
float clampResult54_g57852 = clamp( ( ( localMaskVCSwitch44_g57852 * _DetailSecondaryBlendHeight ) / _DetailSecondaryBlendSmooth ) , 0.0 , 1.0 );
float BlendSecondary786_g57823 = saturate( ( ( ( ( lerpResult1103_g57823 - 0.5 ) * ( ( 1.0 - _DetailSecondaryBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailSecondaryBlendSmooth ) ) + ( 1.0 - clampResult54_g57852 ) ) );
float temp_output_1214_0_g57823 = ( 1.0 - BlendSecondary786_g57823 );
float3 appendResult1216_g57823 = (float3(temp_output_1214_0_g57823 , temp_output_1214_0_g57823 , temp_output_1214_0_g57823));
float3 temp_output_1217_0_g57823 = ( ( BaseColor_DetailSecondary805_g57823 * BlendSecondary786_g57823 ) + appendResult1216_g57823 );
float temp_output_20_0_g57856 = _DetailSecondaryBlendHeightMin;
float temp_output_21_0_g57856 = _DetailSecondaryBlendHeightMax;
float smoothstepResult25_g57856 = smoothstep( temp_output_20_0_g57856 , temp_output_21_0_g57856 , WorldPosition1436_g57823.y);
float DetailSecondaryBlendHeight1441_g57823 = smoothstepResult25_g57856;
float3 lerpResult1455_g57823 = lerp( temp_output_1217_0_g57823 , temp_output_39_0_g57823 , DetailSecondaryBlendHeight1441_g57823);
float3 lerpResult1459_g57823 = lerp( temp_output_1217_0_g57823 , lerpResult1455_g57823 , _DetailSecondaryBlendEnableAltitudeMask);
float2 weightedBlendVar1117_g57823 = appendResult1114_g57823;
float3 weightedAvg1117_g57823 = ( ( weightedBlendVar1117_g57823.x*temp_output_1180_0_g57823 + weightedBlendVar1117_g57823.y*( temp_output_39_0_g57823 * lerpResult1459_g57823 ) )/( weightedBlendVar1117_g57823.x + weightedBlendVar1117_g57823.y ) );
float3 lerpResult489_g57823 = lerp( temp_output_1180_0_g57823 , weightedAvg1117_g57823 , _DetailSecondaryEnable);
float temp_output_634_0_g57823 = ( _DetailEnable + ( ( _CATEGORY_DETAILMAPPING + _SPACE_DETAIL + _CATEGORY_DETAILMAPPINGSECONDARY + _SPACE_DETAILSECONDARY ) * 0.0 ) );
float3 lerpResult409_g57823 = lerp( temp_output_39_0_g57823 , lerpResult489_g57823 , temp_output_634_0_g57823);
float4 NORMAL_RGBA1382_g57857 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g57857 );
float3 unpack1891_g57857 = UnpackNormalScale( NORMAL_RGBA1382_g57857, _NormalStrength );
unpack1891_g57857.z = lerp( 1, unpack1891_g57857.z, saturate(_NormalStrength) );
float3 temp_output_38_0_g57823 = unpack1891_g57857;
float localStochasticTiling159_g57834 = ( 0.0 );
float2 UV159_g57834 = temp_output_1334_0_g57823;
float4 TexelSize159_g57834 = _DetailNormalMap_TexelSize;
float4 Offsets159_g57834 = float4( 0,0,0,0 );
float2 Weights159_g57834 = float2( 0,0 );
{
UV159_g57834 = UV159_g57834 * TexelSize159_g57834.zw - 0.5;
float2 f = frac( UV159_g57834 );
UV159_g57834 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57834.x - 0.5, UV159_g57834.x + 1.5, UV159_g57834.y - 0.5, UV159_g57834.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57834 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57834.xyxy;
Weights159_g57834 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57833 = Offsets159_g57834;
float2 Input_FetchWeights143_g57833 = Weights159_g57834;
float2 break46_g57833 = Input_FetchWeights143_g57833;
float4 lerpResult20_g57833 = lerp( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).yw ) , SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).xw ) , break46_g57833.x);
float4 lerpResult40_g57833 = lerp( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).yz ) , SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).xz ) , break46_g57833.x);
float4 lerpResult22_g57833 = lerp( lerpResult20_g57833 , lerpResult40_g57833 , break46_g57833.y);
float4 Output_Fetch2D44_g57833 = lerpResult22_g57833;
float3 unpack499_g57823 = UnpackNormalScale( Output_Fetch2D44_g57833, _DetailNormalStrength );
unpack499_g57823.z = lerp( 1, unpack499_g57823.z, saturate(_DetailNormalStrength) );
float3 Normal_In880_g57823 = temp_output_38_0_g57823;
float3 lerpResult1286_g57823 = lerp( Normal_In880_g57823 , unpack499_g57823 , Blend_DetailMask986_g57823);
float3 lerpResult1011_g57823 = lerp( unpack499_g57823 , lerpResult1286_g57823 , _DetailMaskEnable);
float3 Normal_Detail199_g57823 = lerpResult1011_g57823;
float layeredBlendVar1278_g57823 = Blend647_g57823;
float3 layeredBlend1278_g57823 = ( lerp( temp_output_38_0_g57823,Normal_Detail199_g57823 , layeredBlendVar1278_g57823 ) );
float localStochasticTiling159_g57826 = ( 0.0 );
float2 UV159_g57826 = temp_output_1342_0_g57823;
float4 TexelSize159_g57826 = _DetailSecondaryNormalMap_TexelSize;
float4 Offsets159_g57826 = float4( 0,0,0,0 );
float2 Weights159_g57826 = float2( 0,0 );
{
UV159_g57826 = UV159_g57826 * TexelSize159_g57826.zw - 0.5;
float2 f = frac( UV159_g57826 );
UV159_g57826 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57826.x - 0.5, UV159_g57826.x + 1.5, UV159_g57826.y - 0.5, UV159_g57826.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57826 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57826.xyxy;
Weights159_g57826 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57827 = Offsets159_g57826;
float2 Input_FetchWeights143_g57827 = Weights159_g57826;
float2 break46_g57827 = Input_FetchWeights143_g57827;
float4 lerpResult20_g57827 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).xw ) , break46_g57827.x);
float4 lerpResult40_g57827 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).xz ) , break46_g57827.x);
float4 lerpResult22_g57827 = lerp( lerpResult20_g57827 , lerpResult40_g57827 , break46_g57827.y);
float4 Output_Fetch2D44_g57827 = lerpResult22_g57827;
float3 unpack500_g57823 = UnpackNormalScale( Output_Fetch2D44_g57827, _DetailSecondaryNormalStrength );
unpack500_g57823.z = lerp( 1, unpack500_g57823.z, saturate(_DetailSecondaryNormalStrength) );
float3 lerpResult1285_g57823 = lerp( Normal_In880_g57823 , unpack500_g57823 , Blend_DetailSecondaryMask755_g57823);
float3 lerpResult1241_g57823 = lerp( unpack500_g57823 , lerpResult1285_g57823 , _DetailSecondaryMaskEnable);
float3 Normal_DetailSecondary806_g57823 = lerpResult1241_g57823;
float layeredBlendVar1280_g57823 = BlendSecondary786_g57823;
float3 layeredBlend1280_g57823 = ( lerp( temp_output_38_0_g57823,Normal_DetailSecondary806_g57823 , layeredBlendVar1280_g57823 ) );
float2 weightedBlendVar1118_g57823 = appendResult1114_g57823;
float3 weightedAvg1118_g57823 = ( ( weightedBlendVar1118_g57823.x*layeredBlend1278_g57823 + weightedBlendVar1118_g57823.y*layeredBlend1280_g57823 )/( weightedBlendVar1118_g57823.x + weightedBlendVar1118_g57823.y ) );
float3 lerpResult488_g57823 = lerp( layeredBlend1278_g57823 , weightedAvg1118_g57823 , _DetailSecondaryEnable);
float3 break817_g57823 = lerpResult488_g57823;
float3 appendResult820_g57823 = (float3(break817_g57823.x , break817_g57823.y , ( break817_g57823.z + 0.001 )));
float3 lerpResult410_g57823 = lerp( temp_output_38_0_g57823 , appendResult820_g57823 , temp_output_634_0_g57823);
float3 MASK_B1377_g57857 = (SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, UV213_g57857 )).rgb;
float3 MASK_G158_g57857 = (SAMPLE_TEXTURE2D( _SmoothnessMap, sampler_SmoothnessMap, UV213_g57857 )).rgb;
float3 temp_output_2651_0_g57857 = ( 1.0 - MASK_G158_g57857 );
float3 lerpResult2650_g57857 = lerp( MASK_G158_g57857 , temp_output_2651_0_g57857 , _SmoothnessSource);
float3 temp_output_2693_0_g57857 = ( lerpResult2650_g57857 * _SmoothnessStrength );
float2 appendResult2645_g57857 = (float2(WorldViewDirection.xy));
float3 appendResult2644_g57857 = (float3(appendResult2645_g57857 , ( WorldViewDirection.z / 1.06 )));
float3 break2680_g57857 = unpack1891_g57857;
float3 normalizeResult2641_g57857 = normalize( ( ( WorldTangent * break2680_g57857.x ) + ( WorldBiTangent * break2680_g57857.y ) + ( WorldNormal * break2680_g57857.z ) ) );
float3 Normal_Per_Pixel2690_g57857 = normalizeResult2641_g57857;
float fresnelNdotV2685_g57857 = dot( normalize( Normal_Per_Pixel2690_g57857 ), appendResult2644_g57857 );
float fresnelNode2685_g57857 = ( 0.0 + ( 1.0 - _SmoothnessFresnelScale ) * pow( max( 1.0 - fresnelNdotV2685_g57857 , 0.0001 ), _SmoothnessFresnelPower ) );
float3 temp_cast_13 = (fresnelNode2685_g57857).xxx;
float3 lerpResult2636_g57857 = lerp( temp_output_2693_0_g57857 , ( temp_output_2693_0_g57857 - temp_cast_13 ) , _SmoothnessFresnelEnable);
float3 MASK_R1378_g57857 = (SAMPLE_TEXTURE2D( _OcclusionMap, sampler_OcclusionMap, UV213_g57857 )).rgb;
float3 lerpResult3415_g57857 = lerp( float3( 1,0,0 ) , MASK_R1378_g57857 , _OcclusionStrengthAO);
float lerpResult3414_g57857 = lerp( 1.0 , IN.ase_color.a , _OcclusionStrengthAO);
float3 temp_cast_15 = (lerpResult3414_g57857).xxx;
float3 lerpResult2709_g57857 = lerp( lerpResult3415_g57857 , temp_cast_15 , _OcclusionSource);
float3 temp_output_2730_0_g57857 = saturate( lerpResult2709_g57857 );
float3 BaseColor = lerpResult409_g57823;
float3 Normal = lerpResult410_g57823;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = ( _MetallicStrength * MASK_B1377_g57857 ).x;
float Smoothness = saturate( lerpResult2636_g57857 ).x;
float Occlusion = temp_output_2730_0_g57857.x;
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;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _CLEARCOAT
float CoatMask = 0;
float CoatSmoothness = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = ShadowCoords;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef ASE_FOG
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
#endif
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.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
#ifdef _DBUFFER
ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData);
#endif
half4 color = UniversalFragmentPBR( inputData, surfaceData);
#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);
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);
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( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
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 ), IN.fogFactorAndVertexLight.x );
#else
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
#endif
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#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 VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float3 _LightDirection;
float3 _LightPosition;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir(v.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
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = positionCS;
o.clipPosV = positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#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 VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
#else // Linear values//ASE Color Space Def
#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
#endif//ASE Color Space Def
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature EDITOR_VISUALIZATION
#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_FRAG_COLOR
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef EDITOR_VISUALIZATION
float4 VizUV : TEXCOORD2;
float4 LightCoord : TEXCOORD3;
#endif
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_color : COLOR;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DetailColorMap);
TEXTURE2D(_DetailMaskMap);
TEXTURE2D(_DetailSecondaryColorMap);
TEXTURE2D(_DetailSecondaryMaskMap);
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float2 float2switchUVMode80_g58525( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57837( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57840( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57853( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
float2 float2switchUVMode80_g57843( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57846( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57852( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float m_switch80_g58525 = _UVMode;
float2 m_UV080_g58525 = v.texcoord0.xy;
float2 m_UV180_g58525 = v.texcoord1.xy;
float2 m_UV280_g58525 = v.texcoord2.xy;
float2 m_UV380_g58525 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g58525 = float2switchUVMode80_g58525( m_switch80_g58525 , m_UV080_g58525 , m_UV180_g58525 , m_UV280_g58525 , m_UV380_g58525 );
float2 temp_output_1955_0_g57857 = (_MainUVs).xy;
float2 temp_output_1953_0_g57857 = (_MainUVs).zw;
float2 Offset235_g58525 = temp_output_1953_0_g57857;
float2 temp_output_41_0_g58525 = ( ( localfloat2switchUVMode80_g58525 * temp_output_1955_0_g57857 ) + Offset235_g58525 );
float2 vertexToFrag70_g58525 = temp_output_41_0_g58525;
o.ase_texcoord4.xy = vertexToFrag70_g58525;
float temp_output_6_0_g57837 = _DetailUVRotation;
float temp_output_200_0_g57837 = radians( temp_output_6_0_g57837 );
float temp_output_13_0_g57837 = cos( temp_output_200_0_g57837 );
float m_switch80_g57837 = _DetailUVMode;
float2 m_UV080_g57837 = v.texcoord0.xy;
float2 m_UV180_g57837 = v.texcoord1.xy;
float2 m_UV280_g57837 = v.texcoord2.xy;
float2 m_UV380_g57837 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57837 = float2switchUVMode80_g57837( m_switch80_g57837 , m_UV080_g57837 , m_UV180_g57837 , m_UV280_g57837 , m_UV380_g57837 );
float2 temp_output_9_0_g57837 = float2( 0.5,0.5 );
float2 break39_g57837 = ( localfloat2switchUVMode80_g57837 - temp_output_9_0_g57837 );
float temp_output_14_0_g57837 = sin( temp_output_200_0_g57837 );
float2 appendResult36_g57837 = (float2(( ( temp_output_13_0_g57837 * break39_g57837.x ) + ( temp_output_14_0_g57837 * break39_g57837.y ) ) , ( ( temp_output_13_0_g57837 * break39_g57837.y ) - ( temp_output_14_0_g57837 * break39_g57837.x ) )));
float2 Offset235_g57837 = (_DetailUVs).zw;
float2 temp_output_41_0_g57837 = ( ( ( appendResult36_g57837 * ( (_DetailUVs).xy / 1.0 ) ) + temp_output_9_0_g57837 ) + Offset235_g57837 );
float2 _ConstantAnchor = float2(0.5,0.5);
float2 vertexToFrag70_g57837 = ( temp_output_41_0_g57837 - ( ( ( (_DetailUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord4.zw = vertexToFrag70_g57837;
float temp_output_6_0_g57840 = _DetailMaskUVRotation;
float temp_output_200_0_g57840 = radians( temp_output_6_0_g57840 );
float temp_output_13_0_g57840 = cos( temp_output_200_0_g57840 );
float DetailUVMode1060_g57823 = _DetailUVMode;
float m_switch80_g57840 = DetailUVMode1060_g57823;
float2 m_UV080_g57840 = v.texcoord0.xy;
float2 m_UV180_g57840 = v.texcoord1.xy;
float2 m_UV280_g57840 = v.texcoord2.xy;
float2 m_UV380_g57840 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57840 = float2switchUVMode80_g57840( m_switch80_g57840 , m_UV080_g57840 , m_UV180_g57840 , m_UV280_g57840 , m_UV380_g57840 );
float2 temp_output_9_0_g57840 = float2( 0.5,0.5 );
float2 break39_g57840 = ( localfloat2switchUVMode80_g57840 - temp_output_9_0_g57840 );
float temp_output_14_0_g57840 = sin( temp_output_200_0_g57840 );
float2 appendResult36_g57840 = (float2(( ( temp_output_13_0_g57840 * break39_g57840.x ) + ( temp_output_14_0_g57840 * break39_g57840.y ) ) , ( ( temp_output_13_0_g57840 * break39_g57840.y ) - ( temp_output_14_0_g57840 * break39_g57840.x ) )));
float2 Offset235_g57840 = (_DetailMaskUVs).zw;
float2 temp_output_41_0_g57840 = ( ( ( appendResult36_g57840 * ( (_DetailMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57840 ) + Offset235_g57840 );
float2 vertexToFrag70_g57840 = ( temp_output_41_0_g57840 - ( ( ( (_DetailMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord5.xy = vertexToFrag70_g57840;
float temp_output_6_0_g57843 = _DetailSecondaryUVRotation;
float temp_output_200_0_g57843 = radians( temp_output_6_0_g57843 );
float temp_output_13_0_g57843 = cos( temp_output_200_0_g57843 );
float m_switch80_g57843 = _DetailSecondaryUVMode;
float2 m_UV080_g57843 = v.texcoord0.xy;
float2 m_UV180_g57843 = v.texcoord1.xy;
float2 m_UV280_g57843 = v.texcoord2.xy;
float2 m_UV380_g57843 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57843 = float2switchUVMode80_g57843( m_switch80_g57843 , m_UV080_g57843 , m_UV180_g57843 , m_UV280_g57843 , m_UV380_g57843 );
float2 temp_output_9_0_g57843 = float2( 0.5,0.5 );
float2 break39_g57843 = ( localfloat2switchUVMode80_g57843 - temp_output_9_0_g57843 );
float temp_output_14_0_g57843 = sin( temp_output_200_0_g57843 );
float2 appendResult36_g57843 = (float2(( ( temp_output_13_0_g57843 * break39_g57843.x ) + ( temp_output_14_0_g57843 * break39_g57843.y ) ) , ( ( temp_output_13_0_g57843 * break39_g57843.y ) - ( temp_output_14_0_g57843 * break39_g57843.x ) )));
float2 Offset235_g57843 = (_DetailSecondaryUVs).zw;
float2 temp_output_41_0_g57843 = ( ( ( appendResult36_g57843 * ( (_DetailSecondaryUVs).xy / 1.0 ) ) + temp_output_9_0_g57843 ) + Offset235_g57843 );
float2 vertexToFrag70_g57843 = ( temp_output_41_0_g57843 - ( ( ( (_DetailSecondaryUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord5.zw = vertexToFrag70_g57843;
float temp_output_6_0_g57846 = _DetailSecondaryMaskUVRotation;
float temp_output_200_0_g57846 = radians( temp_output_6_0_g57846 );
float temp_output_13_0_g57846 = cos( temp_output_200_0_g57846 );
float DetailSecondaryUVMode1059_g57823 = _DetailSecondaryUVMode;
float m_switch80_g57846 = DetailSecondaryUVMode1059_g57823;
float2 m_UV080_g57846 = v.texcoord0.xy;
float2 m_UV180_g57846 = v.texcoord1.xy;
float2 m_UV280_g57846 = v.texcoord2.xy;
float2 m_UV380_g57846 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57846 = float2switchUVMode80_g57846( m_switch80_g57846 , m_UV080_g57846 , m_UV180_g57846 , m_UV280_g57846 , m_UV380_g57846 );
float2 temp_output_9_0_g57846 = float2( 0.5,0.5 );
float2 break39_g57846 = ( localfloat2switchUVMode80_g57846 - temp_output_9_0_g57846 );
float temp_output_14_0_g57846 = sin( temp_output_200_0_g57846 );
float2 appendResult36_g57846 = (float2(( ( temp_output_13_0_g57846 * break39_g57846.x ) + ( temp_output_14_0_g57846 * break39_g57846.y ) ) , ( ( temp_output_13_0_g57846 * break39_g57846.y ) - ( temp_output_14_0_g57846 * break39_g57846.x ) )));
float2 Offset235_g57846 = (_DetailSecondaryMaskUVs).zw;
float2 temp_output_41_0_g57846 = ( ( ( appendResult36_g57846 * ( (_DetailSecondaryMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57846 ) + Offset235_g57846 );
float2 vertexToFrag70_g57846 = ( temp_output_41_0_g57846 - ( ( ( (_DetailSecondaryMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord6.xy = vertexToFrag70_g57846;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord6.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#ifdef EDITOR_VISUALIZATION
float2 VizUV = 0;
float4 LightCoord = 0;
UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
o.VizUV = float4(VizUV, 0, 0);
o.LightCoord = LightCoord;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.ase_texcoord3 = v.ase_texcoord3;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 temp_output_1923_0_g57857 = (_BaseColor).rgb;
float2 vertexToFrag70_g58525 = IN.ase_texcoord4.xy;
float2 UV213_g57857 = vertexToFrag70_g58525;
float4 tex2DNode2048_g57857 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g57857 );
float3 ALBEDO_RGBA1381_g57857 = (tex2DNode2048_g57857).rgb;
float3 temp_output_12_0_g57865 = ALBEDO_RGBA1381_g57857;
float dotResult28_g57865 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57865 );
float3 temp_cast_0 = (dotResult28_g57865).xxx;
float temp_output_21_0_g57865 = ( 1.0 - _BaseColorSaturation );
float3 lerpResult31_g57865 = lerp( temp_cast_0 , temp_output_12_0_g57865 , temp_output_21_0_g57865);
float3 temp_output_3_0_g57857 = ( temp_output_1923_0_g57857 * lerpResult31_g57865 * _Brightness );
float3 temp_output_39_0_g57823 = temp_output_3_0_g57857;
float localStochasticTiling159_g57828 = ( 0.0 );
float2 vertexToFrag70_g57837 = IN.ase_texcoord4.zw;
float2 temp_output_1334_0_g57823 = vertexToFrag70_g57837;
float2 UV159_g57828 = temp_output_1334_0_g57823;
float4 TexelSize159_g57828 = _DetailColorMap_TexelSize;
float4 Offsets159_g57828 = float4( 0,0,0,0 );
float2 Weights159_g57828 = float2( 0,0 );
{
UV159_g57828 = UV159_g57828 * TexelSize159_g57828.zw - 0.5;
float2 f = frac( UV159_g57828 );
UV159_g57828 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57828.x - 0.5, UV159_g57828.x + 1.5, UV159_g57828.y - 0.5, UV159_g57828.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57828 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57828.xyxy;
Weights159_g57828 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57829 = Offsets159_g57828;
float2 Input_FetchWeights143_g57829 = Weights159_g57828;
float2 break46_g57829 = Input_FetchWeights143_g57829;
float4 lerpResult20_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yw ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xw ) , break46_g57829.x);
float4 lerpResult40_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yz ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xz ) , break46_g57829.x);
float4 lerpResult22_g57829 = lerp( lerpResult20_g57829 , lerpResult40_g57829 , break46_g57829.y);
float4 Output_Fetch2D44_g57829 = lerpResult22_g57829;
float3 temp_output_44_0_g57823 = ( (_DetailColor).rgb * (Output_Fetch2D44_g57829).rgb * _DetailBrightness );
float3 temp_output_12_0_g57849 = temp_output_44_0_g57823;
float dotResult28_g57849 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57849 );
float3 temp_cast_1 = (dotResult28_g57849).xxx;
float temp_output_21_0_g57849 = ( 1.0 - _DetailSaturation );
float3 lerpResult31_g57849 = lerp( temp_cast_1 , temp_output_12_0_g57849 , temp_output_21_0_g57849);
float3 temp_output_1272_0_g57823 = (unity_ColorSpaceDouble).rgb;
float3 temp_output_1190_0_g57823 = ( lerpResult31_g57849 * temp_output_1272_0_g57823 );
float3 BaseColor_RGB40_g57823 = temp_output_39_0_g57823;
float localStochasticTiling159_g57835 = ( 0.0 );
float2 vertexToFrag70_g57840 = IN.ase_texcoord5.xy;
float2 temp_output_1339_0_g57823 = vertexToFrag70_g57840;
float2 UV159_g57835 = temp_output_1339_0_g57823;
float4 TexelSize159_g57835 = _DetailMaskMap_TexelSize;
float4 Offsets159_g57835 = float4( 0,0,0,0 );
float2 Weights159_g57835 = float2( 0,0 );
{
UV159_g57835 = UV159_g57835 * TexelSize159_g57835.zw - 0.5;
float2 f = frac( UV159_g57835 );
UV159_g57835 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57835.x - 0.5, UV159_g57835.x + 1.5, UV159_g57835.y - 0.5, UV159_g57835.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57835 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57835.xyxy;
Weights159_g57835 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57836 = Offsets159_g57835;
float2 Input_FetchWeights143_g57836 = Weights159_g57835;
float2 break46_g57836 = Input_FetchWeights143_g57836;
float4 lerpResult20_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yw ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xw ) , break46_g57836.x);
float4 lerpResult40_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yz ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xz ) , break46_g57836.x);
float4 lerpResult22_g57836 = lerp( lerpResult20_g57836 , lerpResult40_g57836 , break46_g57836.y);
float4 Output_Fetch2D44_g57836 = lerpResult22_g57836;
float4 break50_g57836 = Output_Fetch2D44_g57836;
float lerpResult997_g57823 = lerp( ( 1.0 - break50_g57836.r ) , break50_g57836.r , _DetailMaskIsInverted);
float temp_output_15_0_g57851 = ( 1.0 - lerpResult997_g57823 );
float temp_output_26_0_g57851 = _DetailMaskBlendStrength;
float temp_output_24_0_g57851 = _DetailMaskBlendHardness;
float saferPower2_g57851 = abs( max( saturate( (0.0 + (temp_output_15_0_g57851 - ( 1.0 - temp_output_26_0_g57851 )) * (temp_output_24_0_g57851 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57851 ))) ) , 0.0 ) );
float temp_output_22_0_g57851 = _DetailMaskBlendFalloff;
float Blend_DetailMask986_g57823 = saturate( pow( saferPower2_g57851 , ( 1.0 - temp_output_22_0_g57851 ) ) );
float3 lerpResult1194_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1190_0_g57823 , Blend_DetailMask986_g57823);
float temp_output_1162_0_g57823 = ( 1.0 - Blend_DetailMask986_g57823 );
float3 appendResult1161_g57823 = (float3(temp_output_1162_0_g57823 , temp_output_1162_0_g57823 , temp_output_1162_0_g57823));
float3 lerpResult1005_g57823 = lerp( temp_output_1190_0_g57823 , ( ( lerpResult1194_g57823 * Blend_DetailMask986_g57823 ) + appendResult1161_g57823 ) , _DetailMaskEnable);
float3 BaseColor_Detail255_g57823 = lerpResult1005_g57823;
float BaseColor_R1273_g57823 = temp_output_39_0_g57823.x;
float BaseColor_DetailR887_g57823 = Output_Fetch2D44_g57829.r;
float lerpResult1105_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailR887_g57823 , _DetailBlendSource);
float m_switch44_g57853 = (float)_DetailBlendVertexColor;
float m_Off44_g57853 = 1.0;
float dotResult58_g57853 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57853 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57853 = ( dotResult58_g57853 + dotResult61_g57853 );
float dotResult57_g57853 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57853 = ( dotResult57_g57853 + dotResult58_g57853 );
float m_B44_g57853 = ( dotResult57_g57853 + dotResult61_g57853 );
float m_A44_g57853 = IN.ase_color.a;
float localMaskVCSwitch44_g57853 = MaskVCSwitch44_g57853( m_switch44_g57853 , m_Off44_g57853 , m_R44_g57853 , m_G44_g57853 , m_B44_g57853 , m_A44_g57853 );
float clampResult54_g57853 = clamp( ( ( localMaskVCSwitch44_g57853 * _DetailBlendHeight ) / _DetailBlendSmooth ) , 0.0 , 1.0 );
float Blend647_g57823 = saturate( ( ( ( ( lerpResult1105_g57823 - 0.5 ) * ( ( 1.0 - _DetailBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailBlendSmooth ) ) + ( 1.0 - clampResult54_g57853 ) ) );
float temp_output_1171_0_g57823 = ( 1.0 - Blend647_g57823 );
float3 appendResult1174_g57823 = (float3(temp_output_1171_0_g57823 , temp_output_1171_0_g57823 , temp_output_1171_0_g57823));
float3 temp_output_1173_0_g57823 = ( ( BaseColor_Detail255_g57823 * Blend647_g57823 ) + appendResult1174_g57823 );
float temp_output_20_0_g57854 = _DetailBlendHeightMin;
float temp_output_21_0_g57854 = _DetailBlendHeightMax;
float3 worldToObj1466_g57823 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 WorldPosition1436_g57823 = worldToObj1466_g57823;
float smoothstepResult25_g57854 = smoothstep( temp_output_20_0_g57854 , temp_output_21_0_g57854 , WorldPosition1436_g57823.y);
float DetailBlendHeight1440_g57823 = smoothstepResult25_g57854;
float3 lerpResult1438_g57823 = lerp( temp_output_1173_0_g57823 , temp_output_39_0_g57823 , DetailBlendHeight1440_g57823);
float3 lerpResult1457_g57823 = lerp( temp_output_1173_0_g57823 , lerpResult1438_g57823 , _DetailBlendEnableAltitudeMask);
float3 temp_output_1180_0_g57823 = ( temp_output_39_0_g57823 * lerpResult1457_g57823 );
float2 appendResult1114_g57823 = (float2(_DetailSecondaryBlendWeightLayer1 , _DetailSecondaryBlendWeightLayer2));
float localStochasticTiling159_g57824 = ( 0.0 );
float2 vertexToFrag70_g57843 = IN.ase_texcoord5.zw;
float2 temp_output_1342_0_g57823 = vertexToFrag70_g57843;
float2 UV159_g57824 = temp_output_1342_0_g57823;
float4 TexelSize159_g57824 = _DetailSecondaryColorMap_TexelSize;
float4 Offsets159_g57824 = float4( 0,0,0,0 );
float2 Weights159_g57824 = float2( 0,0 );
{
UV159_g57824 = UV159_g57824 * TexelSize159_g57824.zw - 0.5;
float2 f = frac( UV159_g57824 );
UV159_g57824 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57824.x - 0.5, UV159_g57824.x + 1.5, UV159_g57824.y - 0.5, UV159_g57824.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57824 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57824.xyxy;
Weights159_g57824 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57825 = Offsets159_g57824;
float2 Input_FetchWeights143_g57825 = Weights159_g57824;
float2 break46_g57825 = Input_FetchWeights143_g57825;
float4 lerpResult20_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xw ) , break46_g57825.x);
float4 lerpResult40_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xz ) , break46_g57825.x);
float4 lerpResult22_g57825 = lerp( lerpResult20_g57825 , lerpResult40_g57825 , break46_g57825.y);
float4 Output_Fetch2D44_g57825 = lerpResult22_g57825;
float3 temp_output_436_0_g57823 = ( (_DetailSecondaryColor).rgb * (Output_Fetch2D44_g57825).rgb * _DetailSecondaryBrightness );
float3 temp_output_12_0_g57850 = temp_output_436_0_g57823;
float dotResult28_g57850 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57850 );
float3 temp_cast_3 = (dotResult28_g57850).xxx;
float temp_output_21_0_g57850 = ( 1.0 - _DetailSecondarySaturation );
float3 lerpResult31_g57850 = lerp( temp_cast_3 , temp_output_12_0_g57850 , temp_output_21_0_g57850);
float3 ColorSpaceDouble1261_g57823 = temp_output_1272_0_g57823;
float3 temp_output_1239_0_g57823 = ( lerpResult31_g57850 * ColorSpaceDouble1261_g57823 );
float localStochasticTiling159_g57830 = ( 0.0 );
float2 vertexToFrag70_g57846 = IN.ase_texcoord6.xy;
float2 temp_output_1347_0_g57823 = vertexToFrag70_g57846;
float2 UV159_g57830 = temp_output_1347_0_g57823;
float4 TexelSize159_g57830 = _DetailSecondaryMaskMap_TexelSize;
float4 Offsets159_g57830 = float4( 0,0,0,0 );
float2 Weights159_g57830 = float2( 0,0 );
{
UV159_g57830 = UV159_g57830 * TexelSize159_g57830.zw - 0.5;
float2 f = frac( UV159_g57830 );
UV159_g57830 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57830.x - 0.5, UV159_g57830.x + 1.5, UV159_g57830.y - 0.5, UV159_g57830.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57830 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57830.xyxy;
Weights159_g57830 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57831 = Offsets159_g57830;
float2 Input_FetchWeights143_g57831 = Weights159_g57830;
float2 break46_g57831 = Input_FetchWeights143_g57831;
float4 lerpResult20_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xw ) , break46_g57831.x);
float4 lerpResult40_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xz ) , break46_g57831.x);
float4 lerpResult22_g57831 = lerp( lerpResult20_g57831 , lerpResult40_g57831 , break46_g57831.y);
float4 Output_Fetch2D44_g57831 = lerpResult22_g57831;
float4 break50_g57831 = Output_Fetch2D44_g57831;
float lerpResult486_g57823 = lerp( ( 1.0 - break50_g57831.r ) , break50_g57831.r , _DetailSecondaryMaskIsInverted);
float temp_output_15_0_g57832 = ( 1.0 - lerpResult486_g57823 );
float temp_output_26_0_g57832 = _DetailSecondaryMaskBlendStrength;
float temp_output_24_0_g57832 = _DetailSecondaryMaskBlendHardness;
float saferPower2_g57832 = abs( max( saturate( (0.0 + (temp_output_15_0_g57832 - ( 1.0 - temp_output_26_0_g57832 )) * (temp_output_24_0_g57832 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57832 ))) ) , 0.0 ) );
float temp_output_22_0_g57832 = _DetailSecondaryMaskBlendFalloff;
float Blend_DetailSecondaryMask755_g57823 = saturate( pow( saferPower2_g57832 , ( 1.0 - temp_output_22_0_g57832 ) ) );
float3 lerpResult1234_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1239_0_g57823 , Blend_DetailSecondaryMask755_g57823);
float temp_output_1236_0_g57823 = ( 1.0 - Blend_DetailSecondaryMask755_g57823 );
float3 appendResult1238_g57823 = (float3(temp_output_1236_0_g57823 , temp_output_1236_0_g57823 , temp_output_1236_0_g57823));
float3 lerpResult1233_g57823 = lerp( temp_output_1239_0_g57823 , ( ( lerpResult1234_g57823 * Blend_DetailSecondaryMask755_g57823 ) + appendResult1238_g57823 ) , _DetailSecondaryMaskEnable);
float3 BaseColor_DetailSecondary805_g57823 = lerpResult1233_g57823;
float BaseColor_DetailSecondaryR1102_g57823 = Output_Fetch2D44_g57825.r;
float lerpResult1103_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailSecondaryR1102_g57823 , _DetailSecondaryBlendSource);
float m_switch44_g57852 = (float)_DetailSecondaryBlendVertexColor;
float m_Off44_g57852 = 1.0;
float dotResult58_g57852 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57852 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57852 = ( dotResult58_g57852 + dotResult61_g57852 );
float dotResult57_g57852 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57852 = ( dotResult57_g57852 + dotResult58_g57852 );
float m_B44_g57852 = ( dotResult57_g57852 + dotResult61_g57852 );
float m_A44_g57852 = IN.ase_color.a;
float localMaskVCSwitch44_g57852 = MaskVCSwitch44_g57852( m_switch44_g57852 , m_Off44_g57852 , m_R44_g57852 , m_G44_g57852 , m_B44_g57852 , m_A44_g57852 );
float clampResult54_g57852 = clamp( ( ( localMaskVCSwitch44_g57852 * _DetailSecondaryBlendHeight ) / _DetailSecondaryBlendSmooth ) , 0.0 , 1.0 );
float BlendSecondary786_g57823 = saturate( ( ( ( ( lerpResult1103_g57823 - 0.5 ) * ( ( 1.0 - _DetailSecondaryBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailSecondaryBlendSmooth ) ) + ( 1.0 - clampResult54_g57852 ) ) );
float temp_output_1214_0_g57823 = ( 1.0 - BlendSecondary786_g57823 );
float3 appendResult1216_g57823 = (float3(temp_output_1214_0_g57823 , temp_output_1214_0_g57823 , temp_output_1214_0_g57823));
float3 temp_output_1217_0_g57823 = ( ( BaseColor_DetailSecondary805_g57823 * BlendSecondary786_g57823 ) + appendResult1216_g57823 );
float temp_output_20_0_g57856 = _DetailSecondaryBlendHeightMin;
float temp_output_21_0_g57856 = _DetailSecondaryBlendHeightMax;
float smoothstepResult25_g57856 = smoothstep( temp_output_20_0_g57856 , temp_output_21_0_g57856 , WorldPosition1436_g57823.y);
float DetailSecondaryBlendHeight1441_g57823 = smoothstepResult25_g57856;
float3 lerpResult1455_g57823 = lerp( temp_output_1217_0_g57823 , temp_output_39_0_g57823 , DetailSecondaryBlendHeight1441_g57823);
float3 lerpResult1459_g57823 = lerp( temp_output_1217_0_g57823 , lerpResult1455_g57823 , _DetailSecondaryBlendEnableAltitudeMask);
float2 weightedBlendVar1117_g57823 = appendResult1114_g57823;
float3 weightedAvg1117_g57823 = ( ( weightedBlendVar1117_g57823.x*temp_output_1180_0_g57823 + weightedBlendVar1117_g57823.y*( temp_output_39_0_g57823 * lerpResult1459_g57823 ) )/( weightedBlendVar1117_g57823.x + weightedBlendVar1117_g57823.y ) );
float3 lerpResult489_g57823 = lerp( temp_output_1180_0_g57823 , weightedAvg1117_g57823 , _DetailSecondaryEnable);
float temp_output_634_0_g57823 = ( _DetailEnable + ( ( _CATEGORY_DETAILMAPPING + _SPACE_DETAIL + _CATEGORY_DETAILMAPPINGSECONDARY + _SPACE_DETAILSECONDARY ) * 0.0 ) );
float3 lerpResult409_g57823 = lerp( temp_output_39_0_g57823 , lerpResult489_g57823 , temp_output_634_0_g57823);
float3 BaseColor = lerpResult409_g57823;
float3 Emission = 0;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = BaseColor;
metaInput.Emission = Emission;
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = IN.VizUV.xy;
metaInput.LightCoord = IN.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 _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
#else // Linear values//ASE Color Space Def
#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
#endif//ASE Color Space Def
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#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_FRAG_COLOR
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DetailColorMap);
TEXTURE2D(_DetailMaskMap);
TEXTURE2D(_DetailSecondaryColorMap);
TEXTURE2D(_DetailSecondaryMaskMap);
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float2 float2switchUVMode80_g58525( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57837( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57840( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57853( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
float2 float2switchUVMode80_g57843( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57846( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57852( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float m_switch80_g58525 = _UVMode;
float2 m_UV080_g58525 = v.ase_texcoord.xy;
float2 m_UV180_g58525 = v.ase_texcoord1.xy;
float2 m_UV280_g58525 = v.ase_texcoord2.xy;
float2 m_UV380_g58525 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g58525 = float2switchUVMode80_g58525( m_switch80_g58525 , m_UV080_g58525 , m_UV180_g58525 , m_UV280_g58525 , m_UV380_g58525 );
float2 temp_output_1955_0_g57857 = (_MainUVs).xy;
float2 temp_output_1953_0_g57857 = (_MainUVs).zw;
float2 Offset235_g58525 = temp_output_1953_0_g57857;
float2 temp_output_41_0_g58525 = ( ( localfloat2switchUVMode80_g58525 * temp_output_1955_0_g57857 ) + Offset235_g58525 );
float2 vertexToFrag70_g58525 = temp_output_41_0_g58525;
o.ase_texcoord2.xy = vertexToFrag70_g58525;
float temp_output_6_0_g57837 = _DetailUVRotation;
float temp_output_200_0_g57837 = radians( temp_output_6_0_g57837 );
float temp_output_13_0_g57837 = cos( temp_output_200_0_g57837 );
float m_switch80_g57837 = _DetailUVMode;
float2 m_UV080_g57837 = v.ase_texcoord.xy;
float2 m_UV180_g57837 = v.ase_texcoord1.xy;
float2 m_UV280_g57837 = v.ase_texcoord2.xy;
float2 m_UV380_g57837 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57837 = float2switchUVMode80_g57837( m_switch80_g57837 , m_UV080_g57837 , m_UV180_g57837 , m_UV280_g57837 , m_UV380_g57837 );
float2 temp_output_9_0_g57837 = float2( 0.5,0.5 );
float2 break39_g57837 = ( localfloat2switchUVMode80_g57837 - temp_output_9_0_g57837 );
float temp_output_14_0_g57837 = sin( temp_output_200_0_g57837 );
float2 appendResult36_g57837 = (float2(( ( temp_output_13_0_g57837 * break39_g57837.x ) + ( temp_output_14_0_g57837 * break39_g57837.y ) ) , ( ( temp_output_13_0_g57837 * break39_g57837.y ) - ( temp_output_14_0_g57837 * break39_g57837.x ) )));
float2 Offset235_g57837 = (_DetailUVs).zw;
float2 temp_output_41_0_g57837 = ( ( ( appendResult36_g57837 * ( (_DetailUVs).xy / 1.0 ) ) + temp_output_9_0_g57837 ) + Offset235_g57837 );
float2 _ConstantAnchor = float2(0.5,0.5);
float2 vertexToFrag70_g57837 = ( temp_output_41_0_g57837 - ( ( ( (_DetailUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord2.zw = vertexToFrag70_g57837;
float temp_output_6_0_g57840 = _DetailMaskUVRotation;
float temp_output_200_0_g57840 = radians( temp_output_6_0_g57840 );
float temp_output_13_0_g57840 = cos( temp_output_200_0_g57840 );
float DetailUVMode1060_g57823 = _DetailUVMode;
float m_switch80_g57840 = DetailUVMode1060_g57823;
float2 m_UV080_g57840 = v.ase_texcoord.xy;
float2 m_UV180_g57840 = v.ase_texcoord1.xy;
float2 m_UV280_g57840 = v.ase_texcoord2.xy;
float2 m_UV380_g57840 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57840 = float2switchUVMode80_g57840( m_switch80_g57840 , m_UV080_g57840 , m_UV180_g57840 , m_UV280_g57840 , m_UV380_g57840 );
float2 temp_output_9_0_g57840 = float2( 0.5,0.5 );
float2 break39_g57840 = ( localfloat2switchUVMode80_g57840 - temp_output_9_0_g57840 );
float temp_output_14_0_g57840 = sin( temp_output_200_0_g57840 );
float2 appendResult36_g57840 = (float2(( ( temp_output_13_0_g57840 * break39_g57840.x ) + ( temp_output_14_0_g57840 * break39_g57840.y ) ) , ( ( temp_output_13_0_g57840 * break39_g57840.y ) - ( temp_output_14_0_g57840 * break39_g57840.x ) )));
float2 Offset235_g57840 = (_DetailMaskUVs).zw;
float2 temp_output_41_0_g57840 = ( ( ( appendResult36_g57840 * ( (_DetailMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57840 ) + Offset235_g57840 );
float2 vertexToFrag70_g57840 = ( temp_output_41_0_g57840 - ( ( ( (_DetailMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord3.xy = vertexToFrag70_g57840;
float temp_output_6_0_g57843 = _DetailSecondaryUVRotation;
float temp_output_200_0_g57843 = radians( temp_output_6_0_g57843 );
float temp_output_13_0_g57843 = cos( temp_output_200_0_g57843 );
float m_switch80_g57843 = _DetailSecondaryUVMode;
float2 m_UV080_g57843 = v.ase_texcoord.xy;
float2 m_UV180_g57843 = v.ase_texcoord1.xy;
float2 m_UV280_g57843 = v.ase_texcoord2.xy;
float2 m_UV380_g57843 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57843 = float2switchUVMode80_g57843( m_switch80_g57843 , m_UV080_g57843 , m_UV180_g57843 , m_UV280_g57843 , m_UV380_g57843 );
float2 temp_output_9_0_g57843 = float2( 0.5,0.5 );
float2 break39_g57843 = ( localfloat2switchUVMode80_g57843 - temp_output_9_0_g57843 );
float temp_output_14_0_g57843 = sin( temp_output_200_0_g57843 );
float2 appendResult36_g57843 = (float2(( ( temp_output_13_0_g57843 * break39_g57843.x ) + ( temp_output_14_0_g57843 * break39_g57843.y ) ) , ( ( temp_output_13_0_g57843 * break39_g57843.y ) - ( temp_output_14_0_g57843 * break39_g57843.x ) )));
float2 Offset235_g57843 = (_DetailSecondaryUVs).zw;
float2 temp_output_41_0_g57843 = ( ( ( appendResult36_g57843 * ( (_DetailSecondaryUVs).xy / 1.0 ) ) + temp_output_9_0_g57843 ) + Offset235_g57843 );
float2 vertexToFrag70_g57843 = ( temp_output_41_0_g57843 - ( ( ( (_DetailSecondaryUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord3.zw = vertexToFrag70_g57843;
float temp_output_6_0_g57846 = _DetailSecondaryMaskUVRotation;
float temp_output_200_0_g57846 = radians( temp_output_6_0_g57846 );
float temp_output_13_0_g57846 = cos( temp_output_200_0_g57846 );
float DetailSecondaryUVMode1059_g57823 = _DetailSecondaryUVMode;
float m_switch80_g57846 = DetailSecondaryUVMode1059_g57823;
float2 m_UV080_g57846 = v.ase_texcoord.xy;
float2 m_UV180_g57846 = v.ase_texcoord1.xy;
float2 m_UV280_g57846 = v.ase_texcoord2.xy;
float2 m_UV380_g57846 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57846 = float2switchUVMode80_g57846( m_switch80_g57846 , m_UV080_g57846 , m_UV180_g57846 , m_UV280_g57846 , m_UV380_g57846 );
float2 temp_output_9_0_g57846 = float2( 0.5,0.5 );
float2 break39_g57846 = ( localfloat2switchUVMode80_g57846 - temp_output_9_0_g57846 );
float temp_output_14_0_g57846 = sin( temp_output_200_0_g57846 );
float2 appendResult36_g57846 = (float2(( ( temp_output_13_0_g57846 * break39_g57846.x ) + ( temp_output_14_0_g57846 * break39_g57846.y ) ) , ( ( temp_output_13_0_g57846 * break39_g57846.y ) - ( temp_output_14_0_g57846 * break39_g57846.x ) )));
float2 Offset235_g57846 = (_DetailSecondaryMaskUVs).zw;
float2 temp_output_41_0_g57846 = ( ( ( appendResult36_g57846 * ( (_DetailSecondaryMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57846 ) + Offset235_g57846 );
float2 vertexToFrag70_g57846 = ( temp_output_41_0_g57846 - ( ( ( (_DetailSecondaryMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord4.xy = vertexToFrag70_g57846;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord4.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord2 = v.ase_texcoord2;
o.ase_texcoord3 = v.ase_texcoord3;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float3 temp_output_1923_0_g57857 = (_BaseColor).rgb;
float2 vertexToFrag70_g58525 = IN.ase_texcoord2.xy;
float2 UV213_g57857 = vertexToFrag70_g58525;
float4 tex2DNode2048_g57857 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g57857 );
float3 ALBEDO_RGBA1381_g57857 = (tex2DNode2048_g57857).rgb;
float3 temp_output_12_0_g57865 = ALBEDO_RGBA1381_g57857;
float dotResult28_g57865 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57865 );
float3 temp_cast_0 = (dotResult28_g57865).xxx;
float temp_output_21_0_g57865 = ( 1.0 - _BaseColorSaturation );
float3 lerpResult31_g57865 = lerp( temp_cast_0 , temp_output_12_0_g57865 , temp_output_21_0_g57865);
float3 temp_output_3_0_g57857 = ( temp_output_1923_0_g57857 * lerpResult31_g57865 * _Brightness );
float3 temp_output_39_0_g57823 = temp_output_3_0_g57857;
float localStochasticTiling159_g57828 = ( 0.0 );
float2 vertexToFrag70_g57837 = IN.ase_texcoord2.zw;
float2 temp_output_1334_0_g57823 = vertexToFrag70_g57837;
float2 UV159_g57828 = temp_output_1334_0_g57823;
float4 TexelSize159_g57828 = _DetailColorMap_TexelSize;
float4 Offsets159_g57828 = float4( 0,0,0,0 );
float2 Weights159_g57828 = float2( 0,0 );
{
UV159_g57828 = UV159_g57828 * TexelSize159_g57828.zw - 0.5;
float2 f = frac( UV159_g57828 );
UV159_g57828 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57828.x - 0.5, UV159_g57828.x + 1.5, UV159_g57828.y - 0.5, UV159_g57828.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57828 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57828.xyxy;
Weights159_g57828 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57829 = Offsets159_g57828;
float2 Input_FetchWeights143_g57829 = Weights159_g57828;
float2 break46_g57829 = Input_FetchWeights143_g57829;
float4 lerpResult20_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yw ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xw ) , break46_g57829.x);
float4 lerpResult40_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yz ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xz ) , break46_g57829.x);
float4 lerpResult22_g57829 = lerp( lerpResult20_g57829 , lerpResult40_g57829 , break46_g57829.y);
float4 Output_Fetch2D44_g57829 = lerpResult22_g57829;
float3 temp_output_44_0_g57823 = ( (_DetailColor).rgb * (Output_Fetch2D44_g57829).rgb * _DetailBrightness );
float3 temp_output_12_0_g57849 = temp_output_44_0_g57823;
float dotResult28_g57849 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57849 );
float3 temp_cast_1 = (dotResult28_g57849).xxx;
float temp_output_21_0_g57849 = ( 1.0 - _DetailSaturation );
float3 lerpResult31_g57849 = lerp( temp_cast_1 , temp_output_12_0_g57849 , temp_output_21_0_g57849);
float3 temp_output_1272_0_g57823 = (unity_ColorSpaceDouble).rgb;
float3 temp_output_1190_0_g57823 = ( lerpResult31_g57849 * temp_output_1272_0_g57823 );
float3 BaseColor_RGB40_g57823 = temp_output_39_0_g57823;
float localStochasticTiling159_g57835 = ( 0.0 );
float2 vertexToFrag70_g57840 = IN.ase_texcoord3.xy;
float2 temp_output_1339_0_g57823 = vertexToFrag70_g57840;
float2 UV159_g57835 = temp_output_1339_0_g57823;
float4 TexelSize159_g57835 = _DetailMaskMap_TexelSize;
float4 Offsets159_g57835 = float4( 0,0,0,0 );
float2 Weights159_g57835 = float2( 0,0 );
{
UV159_g57835 = UV159_g57835 * TexelSize159_g57835.zw - 0.5;
float2 f = frac( UV159_g57835 );
UV159_g57835 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57835.x - 0.5, UV159_g57835.x + 1.5, UV159_g57835.y - 0.5, UV159_g57835.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57835 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57835.xyxy;
Weights159_g57835 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57836 = Offsets159_g57835;
float2 Input_FetchWeights143_g57836 = Weights159_g57835;
float2 break46_g57836 = Input_FetchWeights143_g57836;
float4 lerpResult20_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yw ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xw ) , break46_g57836.x);
float4 lerpResult40_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yz ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xz ) , break46_g57836.x);
float4 lerpResult22_g57836 = lerp( lerpResult20_g57836 , lerpResult40_g57836 , break46_g57836.y);
float4 Output_Fetch2D44_g57836 = lerpResult22_g57836;
float4 break50_g57836 = Output_Fetch2D44_g57836;
float lerpResult997_g57823 = lerp( ( 1.0 - break50_g57836.r ) , break50_g57836.r , _DetailMaskIsInverted);
float temp_output_15_0_g57851 = ( 1.0 - lerpResult997_g57823 );
float temp_output_26_0_g57851 = _DetailMaskBlendStrength;
float temp_output_24_0_g57851 = _DetailMaskBlendHardness;
float saferPower2_g57851 = abs( max( saturate( (0.0 + (temp_output_15_0_g57851 - ( 1.0 - temp_output_26_0_g57851 )) * (temp_output_24_0_g57851 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57851 ))) ) , 0.0 ) );
float temp_output_22_0_g57851 = _DetailMaskBlendFalloff;
float Blend_DetailMask986_g57823 = saturate( pow( saferPower2_g57851 , ( 1.0 - temp_output_22_0_g57851 ) ) );
float3 lerpResult1194_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1190_0_g57823 , Blend_DetailMask986_g57823);
float temp_output_1162_0_g57823 = ( 1.0 - Blend_DetailMask986_g57823 );
float3 appendResult1161_g57823 = (float3(temp_output_1162_0_g57823 , temp_output_1162_0_g57823 , temp_output_1162_0_g57823));
float3 lerpResult1005_g57823 = lerp( temp_output_1190_0_g57823 , ( ( lerpResult1194_g57823 * Blend_DetailMask986_g57823 ) + appendResult1161_g57823 ) , _DetailMaskEnable);
float3 BaseColor_Detail255_g57823 = lerpResult1005_g57823;
float BaseColor_R1273_g57823 = temp_output_39_0_g57823.x;
float BaseColor_DetailR887_g57823 = Output_Fetch2D44_g57829.r;
float lerpResult1105_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailR887_g57823 , _DetailBlendSource);
float m_switch44_g57853 = (float)_DetailBlendVertexColor;
float m_Off44_g57853 = 1.0;
float dotResult58_g57853 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57853 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57853 = ( dotResult58_g57853 + dotResult61_g57853 );
float dotResult57_g57853 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57853 = ( dotResult57_g57853 + dotResult58_g57853 );
float m_B44_g57853 = ( dotResult57_g57853 + dotResult61_g57853 );
float m_A44_g57853 = IN.ase_color.a;
float localMaskVCSwitch44_g57853 = MaskVCSwitch44_g57853( m_switch44_g57853 , m_Off44_g57853 , m_R44_g57853 , m_G44_g57853 , m_B44_g57853 , m_A44_g57853 );
float clampResult54_g57853 = clamp( ( ( localMaskVCSwitch44_g57853 * _DetailBlendHeight ) / _DetailBlendSmooth ) , 0.0 , 1.0 );
float Blend647_g57823 = saturate( ( ( ( ( lerpResult1105_g57823 - 0.5 ) * ( ( 1.0 - _DetailBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailBlendSmooth ) ) + ( 1.0 - clampResult54_g57853 ) ) );
float temp_output_1171_0_g57823 = ( 1.0 - Blend647_g57823 );
float3 appendResult1174_g57823 = (float3(temp_output_1171_0_g57823 , temp_output_1171_0_g57823 , temp_output_1171_0_g57823));
float3 temp_output_1173_0_g57823 = ( ( BaseColor_Detail255_g57823 * Blend647_g57823 ) + appendResult1174_g57823 );
float temp_output_20_0_g57854 = _DetailBlendHeightMin;
float temp_output_21_0_g57854 = _DetailBlendHeightMax;
float3 worldToObj1466_g57823 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 WorldPosition1436_g57823 = worldToObj1466_g57823;
float smoothstepResult25_g57854 = smoothstep( temp_output_20_0_g57854 , temp_output_21_0_g57854 , WorldPosition1436_g57823.y);
float DetailBlendHeight1440_g57823 = smoothstepResult25_g57854;
float3 lerpResult1438_g57823 = lerp( temp_output_1173_0_g57823 , temp_output_39_0_g57823 , DetailBlendHeight1440_g57823);
float3 lerpResult1457_g57823 = lerp( temp_output_1173_0_g57823 , lerpResult1438_g57823 , _DetailBlendEnableAltitudeMask);
float3 temp_output_1180_0_g57823 = ( temp_output_39_0_g57823 * lerpResult1457_g57823 );
float2 appendResult1114_g57823 = (float2(_DetailSecondaryBlendWeightLayer1 , _DetailSecondaryBlendWeightLayer2));
float localStochasticTiling159_g57824 = ( 0.0 );
float2 vertexToFrag70_g57843 = IN.ase_texcoord3.zw;
float2 temp_output_1342_0_g57823 = vertexToFrag70_g57843;
float2 UV159_g57824 = temp_output_1342_0_g57823;
float4 TexelSize159_g57824 = _DetailSecondaryColorMap_TexelSize;
float4 Offsets159_g57824 = float4( 0,0,0,0 );
float2 Weights159_g57824 = float2( 0,0 );
{
UV159_g57824 = UV159_g57824 * TexelSize159_g57824.zw - 0.5;
float2 f = frac( UV159_g57824 );
UV159_g57824 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57824.x - 0.5, UV159_g57824.x + 1.5, UV159_g57824.y - 0.5, UV159_g57824.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57824 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57824.xyxy;
Weights159_g57824 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57825 = Offsets159_g57824;
float2 Input_FetchWeights143_g57825 = Weights159_g57824;
float2 break46_g57825 = Input_FetchWeights143_g57825;
float4 lerpResult20_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xw ) , break46_g57825.x);
float4 lerpResult40_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xz ) , break46_g57825.x);
float4 lerpResult22_g57825 = lerp( lerpResult20_g57825 , lerpResult40_g57825 , break46_g57825.y);
float4 Output_Fetch2D44_g57825 = lerpResult22_g57825;
float3 temp_output_436_0_g57823 = ( (_DetailSecondaryColor).rgb * (Output_Fetch2D44_g57825).rgb * _DetailSecondaryBrightness );
float3 temp_output_12_0_g57850 = temp_output_436_0_g57823;
float dotResult28_g57850 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57850 );
float3 temp_cast_3 = (dotResult28_g57850).xxx;
float temp_output_21_0_g57850 = ( 1.0 - _DetailSecondarySaturation );
float3 lerpResult31_g57850 = lerp( temp_cast_3 , temp_output_12_0_g57850 , temp_output_21_0_g57850);
float3 ColorSpaceDouble1261_g57823 = temp_output_1272_0_g57823;
float3 temp_output_1239_0_g57823 = ( lerpResult31_g57850 * ColorSpaceDouble1261_g57823 );
float localStochasticTiling159_g57830 = ( 0.0 );
float2 vertexToFrag70_g57846 = IN.ase_texcoord4.xy;
float2 temp_output_1347_0_g57823 = vertexToFrag70_g57846;
float2 UV159_g57830 = temp_output_1347_0_g57823;
float4 TexelSize159_g57830 = _DetailSecondaryMaskMap_TexelSize;
float4 Offsets159_g57830 = float4( 0,0,0,0 );
float2 Weights159_g57830 = float2( 0,0 );
{
UV159_g57830 = UV159_g57830 * TexelSize159_g57830.zw - 0.5;
float2 f = frac( UV159_g57830 );
UV159_g57830 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57830.x - 0.5, UV159_g57830.x + 1.5, UV159_g57830.y - 0.5, UV159_g57830.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57830 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57830.xyxy;
Weights159_g57830 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57831 = Offsets159_g57830;
float2 Input_FetchWeights143_g57831 = Weights159_g57830;
float2 break46_g57831 = Input_FetchWeights143_g57831;
float4 lerpResult20_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xw ) , break46_g57831.x);
float4 lerpResult40_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xz ) , break46_g57831.x);
float4 lerpResult22_g57831 = lerp( lerpResult20_g57831 , lerpResult40_g57831 , break46_g57831.y);
float4 Output_Fetch2D44_g57831 = lerpResult22_g57831;
float4 break50_g57831 = Output_Fetch2D44_g57831;
float lerpResult486_g57823 = lerp( ( 1.0 - break50_g57831.r ) , break50_g57831.r , _DetailSecondaryMaskIsInverted);
float temp_output_15_0_g57832 = ( 1.0 - lerpResult486_g57823 );
float temp_output_26_0_g57832 = _DetailSecondaryMaskBlendStrength;
float temp_output_24_0_g57832 = _DetailSecondaryMaskBlendHardness;
float saferPower2_g57832 = abs( max( saturate( (0.0 + (temp_output_15_0_g57832 - ( 1.0 - temp_output_26_0_g57832 )) * (temp_output_24_0_g57832 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57832 ))) ) , 0.0 ) );
float temp_output_22_0_g57832 = _DetailSecondaryMaskBlendFalloff;
float Blend_DetailSecondaryMask755_g57823 = saturate( pow( saferPower2_g57832 , ( 1.0 - temp_output_22_0_g57832 ) ) );
float3 lerpResult1234_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1239_0_g57823 , Blend_DetailSecondaryMask755_g57823);
float temp_output_1236_0_g57823 = ( 1.0 - Blend_DetailSecondaryMask755_g57823 );
float3 appendResult1238_g57823 = (float3(temp_output_1236_0_g57823 , temp_output_1236_0_g57823 , temp_output_1236_0_g57823));
float3 lerpResult1233_g57823 = lerp( temp_output_1239_0_g57823 , ( ( lerpResult1234_g57823 * Blend_DetailSecondaryMask755_g57823 ) + appendResult1238_g57823 ) , _DetailSecondaryMaskEnable);
float3 BaseColor_DetailSecondary805_g57823 = lerpResult1233_g57823;
float BaseColor_DetailSecondaryR1102_g57823 = Output_Fetch2D44_g57825.r;
float lerpResult1103_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailSecondaryR1102_g57823 , _DetailSecondaryBlendSource);
float m_switch44_g57852 = (float)_DetailSecondaryBlendVertexColor;
float m_Off44_g57852 = 1.0;
float dotResult58_g57852 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57852 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57852 = ( dotResult58_g57852 + dotResult61_g57852 );
float dotResult57_g57852 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57852 = ( dotResult57_g57852 + dotResult58_g57852 );
float m_B44_g57852 = ( dotResult57_g57852 + dotResult61_g57852 );
float m_A44_g57852 = IN.ase_color.a;
float localMaskVCSwitch44_g57852 = MaskVCSwitch44_g57852( m_switch44_g57852 , m_Off44_g57852 , m_R44_g57852 , m_G44_g57852 , m_B44_g57852 , m_A44_g57852 );
float clampResult54_g57852 = clamp( ( ( localMaskVCSwitch44_g57852 * _DetailSecondaryBlendHeight ) / _DetailSecondaryBlendSmooth ) , 0.0 , 1.0 );
float BlendSecondary786_g57823 = saturate( ( ( ( ( lerpResult1103_g57823 - 0.5 ) * ( ( 1.0 - _DetailSecondaryBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailSecondaryBlendSmooth ) ) + ( 1.0 - clampResult54_g57852 ) ) );
float temp_output_1214_0_g57823 = ( 1.0 - BlendSecondary786_g57823 );
float3 appendResult1216_g57823 = (float3(temp_output_1214_0_g57823 , temp_output_1214_0_g57823 , temp_output_1214_0_g57823));
float3 temp_output_1217_0_g57823 = ( ( BaseColor_DetailSecondary805_g57823 * BlendSecondary786_g57823 ) + appendResult1216_g57823 );
float temp_output_20_0_g57856 = _DetailSecondaryBlendHeightMin;
float temp_output_21_0_g57856 = _DetailSecondaryBlendHeightMax;
float smoothstepResult25_g57856 = smoothstep( temp_output_20_0_g57856 , temp_output_21_0_g57856 , WorldPosition1436_g57823.y);
float DetailSecondaryBlendHeight1441_g57823 = smoothstepResult25_g57856;
float3 lerpResult1455_g57823 = lerp( temp_output_1217_0_g57823 , temp_output_39_0_g57823 , DetailSecondaryBlendHeight1441_g57823);
float3 lerpResult1459_g57823 = lerp( temp_output_1217_0_g57823 , lerpResult1455_g57823 , _DetailSecondaryBlendEnableAltitudeMask);
float2 weightedBlendVar1117_g57823 = appendResult1114_g57823;
float3 weightedAvg1117_g57823 = ( ( weightedBlendVar1117_g57823.x*temp_output_1180_0_g57823 + weightedBlendVar1117_g57823.y*( temp_output_39_0_g57823 * lerpResult1459_g57823 ) )/( weightedBlendVar1117_g57823.x + weightedBlendVar1117_g57823.y ) );
float3 lerpResult489_g57823 = lerp( temp_output_1180_0_g57823 , weightedAvg1117_g57823 , _DetailSecondaryEnable);
float temp_output_634_0_g57823 = ( _DetailEnable + ( ( _CATEGORY_DETAILMAPPING + _SPACE_DETAIL + _CATEGORY_DETAILMAPPINGSECONDARY + _SPACE_DETAILSECONDARY ) * 0.0 ) );
float3 lerpResult409_g57823 = lerp( temp_output_39_0_g57823 , lerpResult489_g57823 , temp_output_634_0_g57823);
float3 BaseColor = lerpResult409_g57823;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
half4 color = half4(BaseColor, Alpha );
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormals" }
ZWrite On
Blend One Zero
ZTest LEqual
ZWrite On
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#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"
#define ASE_NEEDS_FRAG_COLOR
#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 VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD3;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD4;
#endif
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_color : COLOR;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_texcoord7 : TEXCOORD7;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DetailColorMap);
TEXTURE2D(_DetailNormalMap);
TEXTURE2D(_DetailMaskMap);
TEXTURE2D(_DetailSecondaryColorMap);
TEXTURE2D(_DetailSecondaryNormalMap);
TEXTURE2D(_DetailSecondaryMaskMap);
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float2 float2switchUVMode80_g58525( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57837( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57853( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
float2 float2switchUVMode80_g57840( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57843( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57852( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
float2 float2switchUVMode80_g57846( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float m_switch80_g58525 = _UVMode;
float2 m_UV080_g58525 = v.ase_texcoord.xy;
float2 m_UV180_g58525 = v.ase_texcoord1.xy;
float2 m_UV280_g58525 = v.ase_texcoord2.xy;
float2 m_UV380_g58525 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g58525 = float2switchUVMode80_g58525( m_switch80_g58525 , m_UV080_g58525 , m_UV180_g58525 , m_UV280_g58525 , m_UV380_g58525 );
float2 temp_output_1955_0_g57857 = (_MainUVs).xy;
float2 temp_output_1953_0_g57857 = (_MainUVs).zw;
float2 Offset235_g58525 = temp_output_1953_0_g57857;
float2 temp_output_41_0_g58525 = ( ( localfloat2switchUVMode80_g58525 * temp_output_1955_0_g57857 ) + Offset235_g58525 );
float2 vertexToFrag70_g58525 = temp_output_41_0_g58525;
o.ase_texcoord5.xy = vertexToFrag70_g58525;
float temp_output_6_0_g57837 = _DetailUVRotation;
float temp_output_200_0_g57837 = radians( temp_output_6_0_g57837 );
float temp_output_13_0_g57837 = cos( temp_output_200_0_g57837 );
float m_switch80_g57837 = _DetailUVMode;
float2 m_UV080_g57837 = v.ase_texcoord.xy;
float2 m_UV180_g57837 = v.ase_texcoord1.xy;
float2 m_UV280_g57837 = v.ase_texcoord2.xy;
float2 m_UV380_g57837 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57837 = float2switchUVMode80_g57837( m_switch80_g57837 , m_UV080_g57837 , m_UV180_g57837 , m_UV280_g57837 , m_UV380_g57837 );
float2 temp_output_9_0_g57837 = float2( 0.5,0.5 );
float2 break39_g57837 = ( localfloat2switchUVMode80_g57837 - temp_output_9_0_g57837 );
float temp_output_14_0_g57837 = sin( temp_output_200_0_g57837 );
float2 appendResult36_g57837 = (float2(( ( temp_output_13_0_g57837 * break39_g57837.x ) + ( temp_output_14_0_g57837 * break39_g57837.y ) ) , ( ( temp_output_13_0_g57837 * break39_g57837.y ) - ( temp_output_14_0_g57837 * break39_g57837.x ) )));
float2 Offset235_g57837 = (_DetailUVs).zw;
float2 temp_output_41_0_g57837 = ( ( ( appendResult36_g57837 * ( (_DetailUVs).xy / 1.0 ) ) + temp_output_9_0_g57837 ) + Offset235_g57837 );
float2 _ConstantAnchor = float2(0.5,0.5);
float2 vertexToFrag70_g57837 = ( temp_output_41_0_g57837 - ( ( ( (_DetailUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord5.zw = vertexToFrag70_g57837;
float temp_output_6_0_g57840 = _DetailMaskUVRotation;
float temp_output_200_0_g57840 = radians( temp_output_6_0_g57840 );
float temp_output_13_0_g57840 = cos( temp_output_200_0_g57840 );
float DetailUVMode1060_g57823 = _DetailUVMode;
float m_switch80_g57840 = DetailUVMode1060_g57823;
float2 m_UV080_g57840 = v.ase_texcoord.xy;
float2 m_UV180_g57840 = v.ase_texcoord1.xy;
float2 m_UV280_g57840 = v.ase_texcoord2.xy;
float2 m_UV380_g57840 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57840 = float2switchUVMode80_g57840( m_switch80_g57840 , m_UV080_g57840 , m_UV180_g57840 , m_UV280_g57840 , m_UV380_g57840 );
float2 temp_output_9_0_g57840 = float2( 0.5,0.5 );
float2 break39_g57840 = ( localfloat2switchUVMode80_g57840 - temp_output_9_0_g57840 );
float temp_output_14_0_g57840 = sin( temp_output_200_0_g57840 );
float2 appendResult36_g57840 = (float2(( ( temp_output_13_0_g57840 * break39_g57840.x ) + ( temp_output_14_0_g57840 * break39_g57840.y ) ) , ( ( temp_output_13_0_g57840 * break39_g57840.y ) - ( temp_output_14_0_g57840 * break39_g57840.x ) )));
float2 Offset235_g57840 = (_DetailMaskUVs).zw;
float2 temp_output_41_0_g57840 = ( ( ( appendResult36_g57840 * ( (_DetailMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57840 ) + Offset235_g57840 );
float2 vertexToFrag70_g57840 = ( temp_output_41_0_g57840 - ( ( ( (_DetailMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord6.xy = vertexToFrag70_g57840;
float temp_output_6_0_g57843 = _DetailSecondaryUVRotation;
float temp_output_200_0_g57843 = radians( temp_output_6_0_g57843 );
float temp_output_13_0_g57843 = cos( temp_output_200_0_g57843 );
float m_switch80_g57843 = _DetailSecondaryUVMode;
float2 m_UV080_g57843 = v.ase_texcoord.xy;
float2 m_UV180_g57843 = v.ase_texcoord1.xy;
float2 m_UV280_g57843 = v.ase_texcoord2.xy;
float2 m_UV380_g57843 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57843 = float2switchUVMode80_g57843( m_switch80_g57843 , m_UV080_g57843 , m_UV180_g57843 , m_UV280_g57843 , m_UV380_g57843 );
float2 temp_output_9_0_g57843 = float2( 0.5,0.5 );
float2 break39_g57843 = ( localfloat2switchUVMode80_g57843 - temp_output_9_0_g57843 );
float temp_output_14_0_g57843 = sin( temp_output_200_0_g57843 );
float2 appendResult36_g57843 = (float2(( ( temp_output_13_0_g57843 * break39_g57843.x ) + ( temp_output_14_0_g57843 * break39_g57843.y ) ) , ( ( temp_output_13_0_g57843 * break39_g57843.y ) - ( temp_output_14_0_g57843 * break39_g57843.x ) )));
float2 Offset235_g57843 = (_DetailSecondaryUVs).zw;
float2 temp_output_41_0_g57843 = ( ( ( appendResult36_g57843 * ( (_DetailSecondaryUVs).xy / 1.0 ) ) + temp_output_9_0_g57843 ) + Offset235_g57843 );
float2 vertexToFrag70_g57843 = ( temp_output_41_0_g57843 - ( ( ( (_DetailSecondaryUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord6.zw = vertexToFrag70_g57843;
float temp_output_6_0_g57846 = _DetailSecondaryMaskUVRotation;
float temp_output_200_0_g57846 = radians( temp_output_6_0_g57846 );
float temp_output_13_0_g57846 = cos( temp_output_200_0_g57846 );
float DetailSecondaryUVMode1059_g57823 = _DetailSecondaryUVMode;
float m_switch80_g57846 = DetailSecondaryUVMode1059_g57823;
float2 m_UV080_g57846 = v.ase_texcoord.xy;
float2 m_UV180_g57846 = v.ase_texcoord1.xy;
float2 m_UV280_g57846 = v.ase_texcoord2.xy;
float2 m_UV380_g57846 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57846 = float2switchUVMode80_g57846( m_switch80_g57846 , m_UV080_g57846 , m_UV180_g57846 , m_UV280_g57846 , m_UV380_g57846 );
float2 temp_output_9_0_g57846 = float2( 0.5,0.5 );
float2 break39_g57846 = ( localfloat2switchUVMode80_g57846 - temp_output_9_0_g57846 );
float temp_output_14_0_g57846 = sin( temp_output_200_0_g57846 );
float2 appendResult36_g57846 = (float2(( ( temp_output_13_0_g57846 * break39_g57846.x ) + ( temp_output_14_0_g57846 * break39_g57846.y ) ) , ( ( temp_output_13_0_g57846 * break39_g57846.y ) - ( temp_output_14_0_g57846 * break39_g57846.x ) )));
float2 Offset235_g57846 = (_DetailSecondaryMaskUVs).zw;
float2 temp_output_41_0_g57846 = ( ( ( appendResult36_g57846 * ( (_DetailSecondaryMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57846 ) + Offset235_g57846 );
float2 vertexToFrag70_g57846 = ( temp_output_41_0_g57846 - ( ( ( (_DetailSecondaryMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord7.xy = vertexToFrag70_g57846;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord7.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
v.tangentOS = v.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
float3 normalWS = TransformObjectToWorldNormal( v.normalOS );
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.ase_texcoord = v.ase_texcoord;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_texcoord2 = v.ase_texcoord2;
o.ase_texcoord3 = v.ase_texcoord3;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float3 WorldNormal = IN.worldNormal;
float4 WorldTangent = IN.worldTangent;
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 vertexToFrag70_g58525 = IN.ase_texcoord5.xy;
float2 UV213_g57857 = vertexToFrag70_g58525;
float4 NORMAL_RGBA1382_g57857 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g57857 );
float3 unpack1891_g57857 = UnpackNormalScale( NORMAL_RGBA1382_g57857, _NormalStrength );
unpack1891_g57857.z = lerp( 1, unpack1891_g57857.z, saturate(_NormalStrength) );
float3 temp_output_38_0_g57823 = unpack1891_g57857;
float3 temp_output_1923_0_g57857 = (_BaseColor).rgb;
float4 tex2DNode2048_g57857 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g57857 );
float3 ALBEDO_RGBA1381_g57857 = (tex2DNode2048_g57857).rgb;
float3 temp_output_12_0_g57865 = ALBEDO_RGBA1381_g57857;
float dotResult28_g57865 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57865 );
float3 temp_cast_1 = (dotResult28_g57865).xxx;
float temp_output_21_0_g57865 = ( 1.0 - _BaseColorSaturation );
float3 lerpResult31_g57865 = lerp( temp_cast_1 , temp_output_12_0_g57865 , temp_output_21_0_g57865);
float3 temp_output_3_0_g57857 = ( temp_output_1923_0_g57857 * lerpResult31_g57865 * _Brightness );
float3 temp_output_39_0_g57823 = temp_output_3_0_g57857;
float BaseColor_R1273_g57823 = temp_output_39_0_g57823.x;
float localStochasticTiling159_g57828 = ( 0.0 );
float2 vertexToFrag70_g57837 = IN.ase_texcoord5.zw;
float2 temp_output_1334_0_g57823 = vertexToFrag70_g57837;
float2 UV159_g57828 = temp_output_1334_0_g57823;
float4 TexelSize159_g57828 = _DetailColorMap_TexelSize;
float4 Offsets159_g57828 = float4( 0,0,0,0 );
float2 Weights159_g57828 = float2( 0,0 );
{
UV159_g57828 = UV159_g57828 * TexelSize159_g57828.zw - 0.5;
float2 f = frac( UV159_g57828 );
UV159_g57828 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57828.x - 0.5, UV159_g57828.x + 1.5, UV159_g57828.y - 0.5, UV159_g57828.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57828 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57828.xyxy;
Weights159_g57828 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57829 = Offsets159_g57828;
float2 Input_FetchWeights143_g57829 = Weights159_g57828;
float2 break46_g57829 = Input_FetchWeights143_g57829;
float4 lerpResult20_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yw ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xw ) , break46_g57829.x);
float4 lerpResult40_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yz ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xz ) , break46_g57829.x);
float4 lerpResult22_g57829 = lerp( lerpResult20_g57829 , lerpResult40_g57829 , break46_g57829.y);
float4 Output_Fetch2D44_g57829 = lerpResult22_g57829;
float BaseColor_DetailR887_g57823 = Output_Fetch2D44_g57829.r;
float lerpResult1105_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailR887_g57823 , _DetailBlendSource);
float m_switch44_g57853 = (float)_DetailBlendVertexColor;
float m_Off44_g57853 = 1.0;
float dotResult58_g57853 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57853 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57853 = ( dotResult58_g57853 + dotResult61_g57853 );
float dotResult57_g57853 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57853 = ( dotResult57_g57853 + dotResult58_g57853 );
float m_B44_g57853 = ( dotResult57_g57853 + dotResult61_g57853 );
float m_A44_g57853 = IN.ase_color.a;
float localMaskVCSwitch44_g57853 = MaskVCSwitch44_g57853( m_switch44_g57853 , m_Off44_g57853 , m_R44_g57853 , m_G44_g57853 , m_B44_g57853 , m_A44_g57853 );
float clampResult54_g57853 = clamp( ( ( localMaskVCSwitch44_g57853 * _DetailBlendHeight ) / _DetailBlendSmooth ) , 0.0 , 1.0 );
float Blend647_g57823 = saturate( ( ( ( ( lerpResult1105_g57823 - 0.5 ) * ( ( 1.0 - _DetailBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailBlendSmooth ) ) + ( 1.0 - clampResult54_g57853 ) ) );
float localStochasticTiling159_g57834 = ( 0.0 );
float2 UV159_g57834 = temp_output_1334_0_g57823;
float4 TexelSize159_g57834 = _DetailNormalMap_TexelSize;
float4 Offsets159_g57834 = float4( 0,0,0,0 );
float2 Weights159_g57834 = float2( 0,0 );
{
UV159_g57834 = UV159_g57834 * TexelSize159_g57834.zw - 0.5;
float2 f = frac( UV159_g57834 );
UV159_g57834 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57834.x - 0.5, UV159_g57834.x + 1.5, UV159_g57834.y - 0.5, UV159_g57834.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57834 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57834.xyxy;
Weights159_g57834 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57833 = Offsets159_g57834;
float2 Input_FetchWeights143_g57833 = Weights159_g57834;
float2 break46_g57833 = Input_FetchWeights143_g57833;
float4 lerpResult20_g57833 = lerp( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).yw ) , SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).xw ) , break46_g57833.x);
float4 lerpResult40_g57833 = lerp( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).yz ) , SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).xz ) , break46_g57833.x);
float4 lerpResult22_g57833 = lerp( lerpResult20_g57833 , lerpResult40_g57833 , break46_g57833.y);
float4 Output_Fetch2D44_g57833 = lerpResult22_g57833;
float3 unpack499_g57823 = UnpackNormalScale( Output_Fetch2D44_g57833, _DetailNormalStrength );
unpack499_g57823.z = lerp( 1, unpack499_g57823.z, saturate(_DetailNormalStrength) );
float3 Normal_In880_g57823 = temp_output_38_0_g57823;
float localStochasticTiling159_g57835 = ( 0.0 );
float2 vertexToFrag70_g57840 = IN.ase_texcoord6.xy;
float2 temp_output_1339_0_g57823 = vertexToFrag70_g57840;
float2 UV159_g57835 = temp_output_1339_0_g57823;
float4 TexelSize159_g57835 = _DetailMaskMap_TexelSize;
float4 Offsets159_g57835 = float4( 0,0,0,0 );
float2 Weights159_g57835 = float2( 0,0 );
{
UV159_g57835 = UV159_g57835 * TexelSize159_g57835.zw - 0.5;
float2 f = frac( UV159_g57835 );
UV159_g57835 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57835.x - 0.5, UV159_g57835.x + 1.5, UV159_g57835.y - 0.5, UV159_g57835.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57835 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57835.xyxy;
Weights159_g57835 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57836 = Offsets159_g57835;
float2 Input_FetchWeights143_g57836 = Weights159_g57835;
float2 break46_g57836 = Input_FetchWeights143_g57836;
float4 lerpResult20_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yw ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xw ) , break46_g57836.x);
float4 lerpResult40_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yz ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xz ) , break46_g57836.x);
float4 lerpResult22_g57836 = lerp( lerpResult20_g57836 , lerpResult40_g57836 , break46_g57836.y);
float4 Output_Fetch2D44_g57836 = lerpResult22_g57836;
float4 break50_g57836 = Output_Fetch2D44_g57836;
float lerpResult997_g57823 = lerp( ( 1.0 - break50_g57836.r ) , break50_g57836.r , _DetailMaskIsInverted);
float temp_output_15_0_g57851 = ( 1.0 - lerpResult997_g57823 );
float temp_output_26_0_g57851 = _DetailMaskBlendStrength;
float temp_output_24_0_g57851 = _DetailMaskBlendHardness;
float saferPower2_g57851 = abs( max( saturate( (0.0 + (temp_output_15_0_g57851 - ( 1.0 - temp_output_26_0_g57851 )) * (temp_output_24_0_g57851 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57851 ))) ) , 0.0 ) );
float temp_output_22_0_g57851 = _DetailMaskBlendFalloff;
float Blend_DetailMask986_g57823 = saturate( pow( saferPower2_g57851 , ( 1.0 - temp_output_22_0_g57851 ) ) );
float3 lerpResult1286_g57823 = lerp( Normal_In880_g57823 , unpack499_g57823 , Blend_DetailMask986_g57823);
float3 lerpResult1011_g57823 = lerp( unpack499_g57823 , lerpResult1286_g57823 , _DetailMaskEnable);
float3 Normal_Detail199_g57823 = lerpResult1011_g57823;
float layeredBlendVar1278_g57823 = Blend647_g57823;
float3 layeredBlend1278_g57823 = ( lerp( temp_output_38_0_g57823,Normal_Detail199_g57823 , layeredBlendVar1278_g57823 ) );
float2 appendResult1114_g57823 = (float2(_DetailSecondaryBlendWeightLayer1 , _DetailSecondaryBlendWeightLayer2));
float localStochasticTiling159_g57824 = ( 0.0 );
float2 vertexToFrag70_g57843 = IN.ase_texcoord6.zw;
float2 temp_output_1342_0_g57823 = vertexToFrag70_g57843;
float2 UV159_g57824 = temp_output_1342_0_g57823;
float4 TexelSize159_g57824 = _DetailSecondaryColorMap_TexelSize;
float4 Offsets159_g57824 = float4( 0,0,0,0 );
float2 Weights159_g57824 = float2( 0,0 );
{
UV159_g57824 = UV159_g57824 * TexelSize159_g57824.zw - 0.5;
float2 f = frac( UV159_g57824 );
UV159_g57824 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57824.x - 0.5, UV159_g57824.x + 1.5, UV159_g57824.y - 0.5, UV159_g57824.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57824 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57824.xyxy;
Weights159_g57824 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57825 = Offsets159_g57824;
float2 Input_FetchWeights143_g57825 = Weights159_g57824;
float2 break46_g57825 = Input_FetchWeights143_g57825;
float4 lerpResult20_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xw ) , break46_g57825.x);
float4 lerpResult40_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xz ) , break46_g57825.x);
float4 lerpResult22_g57825 = lerp( lerpResult20_g57825 , lerpResult40_g57825 , break46_g57825.y);
float4 Output_Fetch2D44_g57825 = lerpResult22_g57825;
float BaseColor_DetailSecondaryR1102_g57823 = Output_Fetch2D44_g57825.r;
float lerpResult1103_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailSecondaryR1102_g57823 , _DetailSecondaryBlendSource);
float m_switch44_g57852 = (float)_DetailSecondaryBlendVertexColor;
float m_Off44_g57852 = 1.0;
float dotResult58_g57852 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57852 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57852 = ( dotResult58_g57852 + dotResult61_g57852 );
float dotResult57_g57852 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57852 = ( dotResult57_g57852 + dotResult58_g57852 );
float m_B44_g57852 = ( dotResult57_g57852 + dotResult61_g57852 );
float m_A44_g57852 = IN.ase_color.a;
float localMaskVCSwitch44_g57852 = MaskVCSwitch44_g57852( m_switch44_g57852 , m_Off44_g57852 , m_R44_g57852 , m_G44_g57852 , m_B44_g57852 , m_A44_g57852 );
float clampResult54_g57852 = clamp( ( ( localMaskVCSwitch44_g57852 * _DetailSecondaryBlendHeight ) / _DetailSecondaryBlendSmooth ) , 0.0 , 1.0 );
float BlendSecondary786_g57823 = saturate( ( ( ( ( lerpResult1103_g57823 - 0.5 ) * ( ( 1.0 - _DetailSecondaryBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailSecondaryBlendSmooth ) ) + ( 1.0 - clampResult54_g57852 ) ) );
float localStochasticTiling159_g57826 = ( 0.0 );
float2 UV159_g57826 = temp_output_1342_0_g57823;
float4 TexelSize159_g57826 = _DetailSecondaryNormalMap_TexelSize;
float4 Offsets159_g57826 = float4( 0,0,0,0 );
float2 Weights159_g57826 = float2( 0,0 );
{
UV159_g57826 = UV159_g57826 * TexelSize159_g57826.zw - 0.5;
float2 f = frac( UV159_g57826 );
UV159_g57826 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57826.x - 0.5, UV159_g57826.x + 1.5, UV159_g57826.y - 0.5, UV159_g57826.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57826 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57826.xyxy;
Weights159_g57826 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57827 = Offsets159_g57826;
float2 Input_FetchWeights143_g57827 = Weights159_g57826;
float2 break46_g57827 = Input_FetchWeights143_g57827;
float4 lerpResult20_g57827 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).xw ) , break46_g57827.x);
float4 lerpResult40_g57827 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).xz ) , break46_g57827.x);
float4 lerpResult22_g57827 = lerp( lerpResult20_g57827 , lerpResult40_g57827 , break46_g57827.y);
float4 Output_Fetch2D44_g57827 = lerpResult22_g57827;
float3 unpack500_g57823 = UnpackNormalScale( Output_Fetch2D44_g57827, _DetailSecondaryNormalStrength );
unpack500_g57823.z = lerp( 1, unpack500_g57823.z, saturate(_DetailSecondaryNormalStrength) );
float localStochasticTiling159_g57830 = ( 0.0 );
float2 vertexToFrag70_g57846 = IN.ase_texcoord7.xy;
float2 temp_output_1347_0_g57823 = vertexToFrag70_g57846;
float2 UV159_g57830 = temp_output_1347_0_g57823;
float4 TexelSize159_g57830 = _DetailSecondaryMaskMap_TexelSize;
float4 Offsets159_g57830 = float4( 0,0,0,0 );
float2 Weights159_g57830 = float2( 0,0 );
{
UV159_g57830 = UV159_g57830 * TexelSize159_g57830.zw - 0.5;
float2 f = frac( UV159_g57830 );
UV159_g57830 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57830.x - 0.5, UV159_g57830.x + 1.5, UV159_g57830.y - 0.5, UV159_g57830.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57830 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57830.xyxy;
Weights159_g57830 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57831 = Offsets159_g57830;
float2 Input_FetchWeights143_g57831 = Weights159_g57830;
float2 break46_g57831 = Input_FetchWeights143_g57831;
float4 lerpResult20_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xw ) , break46_g57831.x);
float4 lerpResult40_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xz ) , break46_g57831.x);
float4 lerpResult22_g57831 = lerp( lerpResult20_g57831 , lerpResult40_g57831 , break46_g57831.y);
float4 Output_Fetch2D44_g57831 = lerpResult22_g57831;
float4 break50_g57831 = Output_Fetch2D44_g57831;
float lerpResult486_g57823 = lerp( ( 1.0 - break50_g57831.r ) , break50_g57831.r , _DetailSecondaryMaskIsInverted);
float temp_output_15_0_g57832 = ( 1.0 - lerpResult486_g57823 );
float temp_output_26_0_g57832 = _DetailSecondaryMaskBlendStrength;
float temp_output_24_0_g57832 = _DetailSecondaryMaskBlendHardness;
float saferPower2_g57832 = abs( max( saturate( (0.0 + (temp_output_15_0_g57832 - ( 1.0 - temp_output_26_0_g57832 )) * (temp_output_24_0_g57832 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57832 ))) ) , 0.0 ) );
float temp_output_22_0_g57832 = _DetailSecondaryMaskBlendFalloff;
float Blend_DetailSecondaryMask755_g57823 = saturate( pow( saferPower2_g57832 , ( 1.0 - temp_output_22_0_g57832 ) ) );
float3 lerpResult1285_g57823 = lerp( Normal_In880_g57823 , unpack500_g57823 , Blend_DetailSecondaryMask755_g57823);
float3 lerpResult1241_g57823 = lerp( unpack500_g57823 , lerpResult1285_g57823 , _DetailSecondaryMaskEnable);
float3 Normal_DetailSecondary806_g57823 = lerpResult1241_g57823;
float layeredBlendVar1280_g57823 = BlendSecondary786_g57823;
float3 layeredBlend1280_g57823 = ( lerp( temp_output_38_0_g57823,Normal_DetailSecondary806_g57823 , layeredBlendVar1280_g57823 ) );
float2 weightedBlendVar1118_g57823 = appendResult1114_g57823;
float3 weightedAvg1118_g57823 = ( ( weightedBlendVar1118_g57823.x*layeredBlend1278_g57823 + weightedBlendVar1118_g57823.y*layeredBlend1280_g57823 )/( weightedBlendVar1118_g57823.x + weightedBlendVar1118_g57823.y ) );
float3 lerpResult488_g57823 = lerp( layeredBlend1278_g57823 , weightedAvg1118_g57823 , _DetailSecondaryEnable);
float3 break817_g57823 = lerpResult488_g57823;
float3 appendResult820_g57823 = (float3(break817_g57823.x , break817_g57823.y , ( break817_g57823.z + 0.001 )));
float temp_output_634_0_g57823 = ( _DetailEnable + ( ( _CATEGORY_DETAILMAPPING + _SPACE_DETAIL + _CATEGORY_DETAILMAPPINGSECONDARY + _SPACE_DETAILSECONDARY ) * 0.0 ) );
float3 lerpResult410_g57823 = lerp( temp_output_38_0_g57823 , appendResult820_g57823 , temp_output_634_0_g57823);
float3 Normal = lerpResult410_g57823;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
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
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
#elif _NORMAL_DROPOFF_OS
float3 normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
float3 normalWS = Normal;
#endif
#else
float3 normalWS = WorldNormal;
#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 _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#ifdef UNITY_COLORSPACE_GAMMA//ASE Color Space Def
#define unity_ColorSpaceDouble half4(2.0, 2.0, 2.0, 2.0)//ASE Color Space Def
#else // Linear values//ASE Color Space Def
#define unity_ColorSpaceDouble half4(4.59479380, 4.59479380, 4.59479380, 2.0)//ASE Color Space Def
#endif//ASE Color Space Def
#define ASE_USING_SAMPLING_MACROS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#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)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_COLOR
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#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 VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float4 ase_texcoord8 : TEXCOORD8;
float4 ase_texcoord9 : TEXCOORD9;
float4 ase_color : COLOR;
float4 ase_texcoord10 : TEXCOORD10;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_DetailColorMap);
TEXTURE2D(_DetailMaskMap);
TEXTURE2D(_DetailSecondaryColorMap);
TEXTURE2D(_DetailSecondaryMaskMap);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
TEXTURE2D(_DetailNormalMap);
TEXTURE2D(_DetailSecondaryNormalMap);
TEXTURE2D(_MetallicGlossMap);
SAMPLER(sampler_MetallicGlossMap);
TEXTURE2D(_SmoothnessMap);
SAMPLER(sampler_SmoothnessMap);
TEXTURE2D(_OcclusionMap);
SAMPLER(sampler_OcclusionMap);
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float2 float2switchUVMode80_g58525( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57837( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57840( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57853( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
float2 float2switchUVMode80_g57843( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float2 float2switchUVMode80_g57846( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
{
if(m_switch ==0)
return m_UV0;
else if(m_switch ==1)
return m_UV1;
else if(m_switch ==2)
return m_UV2;
else if(m_switch ==3)
return m_UV3;
else
return float2(0,0);
}
float MaskVCSwitch44_g57852( float m_switch, float m_Off, float m_R, float m_G, float m_B, float m_A )
{
if(m_switch ==0)
return m_Off;
else if(m_switch ==1)
return m_R;
else if(m_switch ==2)
return m_G;
else if(m_switch ==3)
return m_B;
else if(m_switch ==4)
return m_A;
else
return float(0);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float m_switch80_g58525 = _UVMode;
float2 m_UV080_g58525 = v.texcoord.xy;
float2 m_UV180_g58525 = v.texcoord1.xy;
float2 m_UV280_g58525 = v.texcoord2.xy;
float2 m_UV380_g58525 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g58525 = float2switchUVMode80_g58525( m_switch80_g58525 , m_UV080_g58525 , m_UV180_g58525 , m_UV280_g58525 , m_UV380_g58525 );
float2 temp_output_1955_0_g57857 = (_MainUVs).xy;
float2 temp_output_1953_0_g57857 = (_MainUVs).zw;
float2 Offset235_g58525 = temp_output_1953_0_g57857;
float2 temp_output_41_0_g58525 = ( ( localfloat2switchUVMode80_g58525 * temp_output_1955_0_g57857 ) + Offset235_g58525 );
float2 vertexToFrag70_g58525 = temp_output_41_0_g58525;
o.ase_texcoord8.xy = vertexToFrag70_g58525;
float temp_output_6_0_g57837 = _DetailUVRotation;
float temp_output_200_0_g57837 = radians( temp_output_6_0_g57837 );
float temp_output_13_0_g57837 = cos( temp_output_200_0_g57837 );
float m_switch80_g57837 = _DetailUVMode;
float2 m_UV080_g57837 = v.texcoord.xy;
float2 m_UV180_g57837 = v.texcoord1.xy;
float2 m_UV280_g57837 = v.texcoord2.xy;
float2 m_UV380_g57837 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57837 = float2switchUVMode80_g57837( m_switch80_g57837 , m_UV080_g57837 , m_UV180_g57837 , m_UV280_g57837 , m_UV380_g57837 );
float2 temp_output_9_0_g57837 = float2( 0.5,0.5 );
float2 break39_g57837 = ( localfloat2switchUVMode80_g57837 - temp_output_9_0_g57837 );
float temp_output_14_0_g57837 = sin( temp_output_200_0_g57837 );
float2 appendResult36_g57837 = (float2(( ( temp_output_13_0_g57837 * break39_g57837.x ) + ( temp_output_14_0_g57837 * break39_g57837.y ) ) , ( ( temp_output_13_0_g57837 * break39_g57837.y ) - ( temp_output_14_0_g57837 * break39_g57837.x ) )));
float2 Offset235_g57837 = (_DetailUVs).zw;
float2 temp_output_41_0_g57837 = ( ( ( appendResult36_g57837 * ( (_DetailUVs).xy / 1.0 ) ) + temp_output_9_0_g57837 ) + Offset235_g57837 );
float2 _ConstantAnchor = float2(0.5,0.5);
float2 vertexToFrag70_g57837 = ( temp_output_41_0_g57837 - ( ( ( (_DetailUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord8.zw = vertexToFrag70_g57837;
float temp_output_6_0_g57840 = _DetailMaskUVRotation;
float temp_output_200_0_g57840 = radians( temp_output_6_0_g57840 );
float temp_output_13_0_g57840 = cos( temp_output_200_0_g57840 );
float DetailUVMode1060_g57823 = _DetailUVMode;
float m_switch80_g57840 = DetailUVMode1060_g57823;
float2 m_UV080_g57840 = v.texcoord.xy;
float2 m_UV180_g57840 = v.texcoord1.xy;
float2 m_UV280_g57840 = v.texcoord2.xy;
float2 m_UV380_g57840 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57840 = float2switchUVMode80_g57840( m_switch80_g57840 , m_UV080_g57840 , m_UV180_g57840 , m_UV280_g57840 , m_UV380_g57840 );
float2 temp_output_9_0_g57840 = float2( 0.5,0.5 );
float2 break39_g57840 = ( localfloat2switchUVMode80_g57840 - temp_output_9_0_g57840 );
float temp_output_14_0_g57840 = sin( temp_output_200_0_g57840 );
float2 appendResult36_g57840 = (float2(( ( temp_output_13_0_g57840 * break39_g57840.x ) + ( temp_output_14_0_g57840 * break39_g57840.y ) ) , ( ( temp_output_13_0_g57840 * break39_g57840.y ) - ( temp_output_14_0_g57840 * break39_g57840.x ) )));
float2 Offset235_g57840 = (_DetailMaskUVs).zw;
float2 temp_output_41_0_g57840 = ( ( ( appendResult36_g57840 * ( (_DetailMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57840 ) + Offset235_g57840 );
float2 vertexToFrag70_g57840 = ( temp_output_41_0_g57840 - ( ( ( (_DetailMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord9.xy = vertexToFrag70_g57840;
float temp_output_6_0_g57843 = _DetailSecondaryUVRotation;
float temp_output_200_0_g57843 = radians( temp_output_6_0_g57843 );
float temp_output_13_0_g57843 = cos( temp_output_200_0_g57843 );
float m_switch80_g57843 = _DetailSecondaryUVMode;
float2 m_UV080_g57843 = v.texcoord.xy;
float2 m_UV180_g57843 = v.texcoord1.xy;
float2 m_UV280_g57843 = v.texcoord2.xy;
float2 m_UV380_g57843 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57843 = float2switchUVMode80_g57843( m_switch80_g57843 , m_UV080_g57843 , m_UV180_g57843 , m_UV280_g57843 , m_UV380_g57843 );
float2 temp_output_9_0_g57843 = float2( 0.5,0.5 );
float2 break39_g57843 = ( localfloat2switchUVMode80_g57843 - temp_output_9_0_g57843 );
float temp_output_14_0_g57843 = sin( temp_output_200_0_g57843 );
float2 appendResult36_g57843 = (float2(( ( temp_output_13_0_g57843 * break39_g57843.x ) + ( temp_output_14_0_g57843 * break39_g57843.y ) ) , ( ( temp_output_13_0_g57843 * break39_g57843.y ) - ( temp_output_14_0_g57843 * break39_g57843.x ) )));
float2 Offset235_g57843 = (_DetailSecondaryUVs).zw;
float2 temp_output_41_0_g57843 = ( ( ( appendResult36_g57843 * ( (_DetailSecondaryUVs).xy / 1.0 ) ) + temp_output_9_0_g57843 ) + Offset235_g57843 );
float2 vertexToFrag70_g57843 = ( temp_output_41_0_g57843 - ( ( ( (_DetailSecondaryUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord9.zw = vertexToFrag70_g57843;
float temp_output_6_0_g57846 = _DetailSecondaryMaskUVRotation;
float temp_output_200_0_g57846 = radians( temp_output_6_0_g57846 );
float temp_output_13_0_g57846 = cos( temp_output_200_0_g57846 );
float DetailSecondaryUVMode1059_g57823 = _DetailSecondaryUVMode;
float m_switch80_g57846 = DetailSecondaryUVMode1059_g57823;
float2 m_UV080_g57846 = v.texcoord.xy;
float2 m_UV180_g57846 = v.texcoord1.xy;
float2 m_UV280_g57846 = v.texcoord2.xy;
float2 m_UV380_g57846 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57846 = float2switchUVMode80_g57846( m_switch80_g57846 , m_UV080_g57846 , m_UV180_g57846 , m_UV280_g57846 , m_UV380_g57846 );
float2 temp_output_9_0_g57846 = float2( 0.5,0.5 );
float2 break39_g57846 = ( localfloat2switchUVMode80_g57846 - temp_output_9_0_g57846 );
float temp_output_14_0_g57846 = sin( temp_output_200_0_g57846 );
float2 appendResult36_g57846 = (float2(( ( temp_output_13_0_g57846 * break39_g57846.x ) + ( temp_output_14_0_g57846 * break39_g57846.y ) ) , ( ( temp_output_13_0_g57846 * break39_g57846.y ) - ( temp_output_14_0_g57846 * break39_g57846.x ) )));
float2 Offset235_g57846 = (_DetailSecondaryMaskUVs).zw;
float2 temp_output_41_0_g57846 = ( ( ( appendResult36_g57846 * ( (_DetailSecondaryMaskUVs).xy / 1.0 ) ) + temp_output_9_0_g57846 ) + Offset235_g57846 );
float2 vertexToFrag70_g57846 = ( temp_output_41_0_g57846 - ( ( ( (_DetailSecondaryMaskUVs).xy / 1.0 ) * _ConstantAnchor ) - _ConstantAnchor ) );
o.ase_texcoord10.xy = vertexToFrag70_g57846;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord10.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
v.tangentOS = v.tangentOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
o.fogFactorAndVertexLight = half4(0, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.texcoord = v.texcoord;
o.ase_texcoord3 = v.ase_texcoord3;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
FragmentOutput frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
)
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#else
ShadowCoords = float4(0, 0, 0, 0);
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float3 temp_output_1923_0_g57857 = (_BaseColor).rgb;
float2 vertexToFrag70_g58525 = IN.ase_texcoord8.xy;
float2 UV213_g57857 = vertexToFrag70_g58525;
float4 tex2DNode2048_g57857 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g57857 );
float3 ALBEDO_RGBA1381_g57857 = (tex2DNode2048_g57857).rgb;
float3 temp_output_12_0_g57865 = ALBEDO_RGBA1381_g57857;
float dotResult28_g57865 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57865 );
float3 temp_cast_0 = (dotResult28_g57865).xxx;
float temp_output_21_0_g57865 = ( 1.0 - _BaseColorSaturation );
float3 lerpResult31_g57865 = lerp( temp_cast_0 , temp_output_12_0_g57865 , temp_output_21_0_g57865);
float3 temp_output_3_0_g57857 = ( temp_output_1923_0_g57857 * lerpResult31_g57865 * _Brightness );
float3 temp_output_39_0_g57823 = temp_output_3_0_g57857;
float localStochasticTiling159_g57828 = ( 0.0 );
float2 vertexToFrag70_g57837 = IN.ase_texcoord8.zw;
float2 temp_output_1334_0_g57823 = vertexToFrag70_g57837;
float2 UV159_g57828 = temp_output_1334_0_g57823;
float4 TexelSize159_g57828 = _DetailColorMap_TexelSize;
float4 Offsets159_g57828 = float4( 0,0,0,0 );
float2 Weights159_g57828 = float2( 0,0 );
{
UV159_g57828 = UV159_g57828 * TexelSize159_g57828.zw - 0.5;
float2 f = frac( UV159_g57828 );
UV159_g57828 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57828.x - 0.5, UV159_g57828.x + 1.5, UV159_g57828.y - 0.5, UV159_g57828.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57828 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57828.xyxy;
Weights159_g57828 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57829 = Offsets159_g57828;
float2 Input_FetchWeights143_g57829 = Weights159_g57828;
float2 break46_g57829 = Input_FetchWeights143_g57829;
float4 lerpResult20_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yw ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xw ) , break46_g57829.x);
float4 lerpResult40_g57829 = lerp( SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).yz ) , SAMPLE_TEXTURE2D( _DetailColorMap, sampler_MainTex, (Input_FetchOffsets70_g57829).xz ) , break46_g57829.x);
float4 lerpResult22_g57829 = lerp( lerpResult20_g57829 , lerpResult40_g57829 , break46_g57829.y);
float4 Output_Fetch2D44_g57829 = lerpResult22_g57829;
float3 temp_output_44_0_g57823 = ( (_DetailColor).rgb * (Output_Fetch2D44_g57829).rgb * _DetailBrightness );
float3 temp_output_12_0_g57849 = temp_output_44_0_g57823;
float dotResult28_g57849 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57849 );
float3 temp_cast_1 = (dotResult28_g57849).xxx;
float temp_output_21_0_g57849 = ( 1.0 - _DetailSaturation );
float3 lerpResult31_g57849 = lerp( temp_cast_1 , temp_output_12_0_g57849 , temp_output_21_0_g57849);
float3 temp_output_1272_0_g57823 = (unity_ColorSpaceDouble).rgb;
float3 temp_output_1190_0_g57823 = ( lerpResult31_g57849 * temp_output_1272_0_g57823 );
float3 BaseColor_RGB40_g57823 = temp_output_39_0_g57823;
float localStochasticTiling159_g57835 = ( 0.0 );
float2 vertexToFrag70_g57840 = IN.ase_texcoord9.xy;
float2 temp_output_1339_0_g57823 = vertexToFrag70_g57840;
float2 UV159_g57835 = temp_output_1339_0_g57823;
float4 TexelSize159_g57835 = _DetailMaskMap_TexelSize;
float4 Offsets159_g57835 = float4( 0,0,0,0 );
float2 Weights159_g57835 = float2( 0,0 );
{
UV159_g57835 = UV159_g57835 * TexelSize159_g57835.zw - 0.5;
float2 f = frac( UV159_g57835 );
UV159_g57835 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57835.x - 0.5, UV159_g57835.x + 1.5, UV159_g57835.y - 0.5, UV159_g57835.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57835 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57835.xyxy;
Weights159_g57835 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57836 = Offsets159_g57835;
float2 Input_FetchWeights143_g57836 = Weights159_g57835;
float2 break46_g57836 = Input_FetchWeights143_g57836;
float4 lerpResult20_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yw ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xw ) , break46_g57836.x);
float4 lerpResult40_g57836 = lerp( SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).yz ) , SAMPLE_TEXTURE2D( _DetailMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57836).xz ) , break46_g57836.x);
float4 lerpResult22_g57836 = lerp( lerpResult20_g57836 , lerpResult40_g57836 , break46_g57836.y);
float4 Output_Fetch2D44_g57836 = lerpResult22_g57836;
float4 break50_g57836 = Output_Fetch2D44_g57836;
float lerpResult997_g57823 = lerp( ( 1.0 - break50_g57836.r ) , break50_g57836.r , _DetailMaskIsInverted);
float temp_output_15_0_g57851 = ( 1.0 - lerpResult997_g57823 );
float temp_output_26_0_g57851 = _DetailMaskBlendStrength;
float temp_output_24_0_g57851 = _DetailMaskBlendHardness;
float saferPower2_g57851 = abs( max( saturate( (0.0 + (temp_output_15_0_g57851 - ( 1.0 - temp_output_26_0_g57851 )) * (temp_output_24_0_g57851 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57851 ))) ) , 0.0 ) );
float temp_output_22_0_g57851 = _DetailMaskBlendFalloff;
float Blend_DetailMask986_g57823 = saturate( pow( saferPower2_g57851 , ( 1.0 - temp_output_22_0_g57851 ) ) );
float3 lerpResult1194_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1190_0_g57823 , Blend_DetailMask986_g57823);
float temp_output_1162_0_g57823 = ( 1.0 - Blend_DetailMask986_g57823 );
float3 appendResult1161_g57823 = (float3(temp_output_1162_0_g57823 , temp_output_1162_0_g57823 , temp_output_1162_0_g57823));
float3 lerpResult1005_g57823 = lerp( temp_output_1190_0_g57823 , ( ( lerpResult1194_g57823 * Blend_DetailMask986_g57823 ) + appendResult1161_g57823 ) , _DetailMaskEnable);
float3 BaseColor_Detail255_g57823 = lerpResult1005_g57823;
float BaseColor_R1273_g57823 = temp_output_39_0_g57823.x;
float BaseColor_DetailR887_g57823 = Output_Fetch2D44_g57829.r;
float lerpResult1105_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailR887_g57823 , _DetailBlendSource);
float m_switch44_g57853 = (float)_DetailBlendVertexColor;
float m_Off44_g57853 = 1.0;
float dotResult58_g57853 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57853 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57853 = ( dotResult58_g57853 + dotResult61_g57853 );
float dotResult57_g57853 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57853 = ( dotResult57_g57853 + dotResult58_g57853 );
float m_B44_g57853 = ( dotResult57_g57853 + dotResult61_g57853 );
float m_A44_g57853 = IN.ase_color.a;
float localMaskVCSwitch44_g57853 = MaskVCSwitch44_g57853( m_switch44_g57853 , m_Off44_g57853 , m_R44_g57853 , m_G44_g57853 , m_B44_g57853 , m_A44_g57853 );
float clampResult54_g57853 = clamp( ( ( localMaskVCSwitch44_g57853 * _DetailBlendHeight ) / _DetailBlendSmooth ) , 0.0 , 1.0 );
float Blend647_g57823 = saturate( ( ( ( ( lerpResult1105_g57823 - 0.5 ) * ( ( 1.0 - _DetailBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailBlendSmooth ) ) + ( 1.0 - clampResult54_g57853 ) ) );
float temp_output_1171_0_g57823 = ( 1.0 - Blend647_g57823 );
float3 appendResult1174_g57823 = (float3(temp_output_1171_0_g57823 , temp_output_1171_0_g57823 , temp_output_1171_0_g57823));
float3 temp_output_1173_0_g57823 = ( ( BaseColor_Detail255_g57823 * Blend647_g57823 ) + appendResult1174_g57823 );
float temp_output_20_0_g57854 = _DetailBlendHeightMin;
float temp_output_21_0_g57854 = _DetailBlendHeightMax;
float3 worldToObj1466_g57823 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 WorldPosition1436_g57823 = worldToObj1466_g57823;
float smoothstepResult25_g57854 = smoothstep( temp_output_20_0_g57854 , temp_output_21_0_g57854 , WorldPosition1436_g57823.y);
float DetailBlendHeight1440_g57823 = smoothstepResult25_g57854;
float3 lerpResult1438_g57823 = lerp( temp_output_1173_0_g57823 , temp_output_39_0_g57823 , DetailBlendHeight1440_g57823);
float3 lerpResult1457_g57823 = lerp( temp_output_1173_0_g57823 , lerpResult1438_g57823 , _DetailBlendEnableAltitudeMask);
float3 temp_output_1180_0_g57823 = ( temp_output_39_0_g57823 * lerpResult1457_g57823 );
float2 appendResult1114_g57823 = (float2(_DetailSecondaryBlendWeightLayer1 , _DetailSecondaryBlendWeightLayer2));
float localStochasticTiling159_g57824 = ( 0.0 );
float2 vertexToFrag70_g57843 = IN.ase_texcoord9.zw;
float2 temp_output_1342_0_g57823 = vertexToFrag70_g57843;
float2 UV159_g57824 = temp_output_1342_0_g57823;
float4 TexelSize159_g57824 = _DetailSecondaryColorMap_TexelSize;
float4 Offsets159_g57824 = float4( 0,0,0,0 );
float2 Weights159_g57824 = float2( 0,0 );
{
UV159_g57824 = UV159_g57824 * TexelSize159_g57824.zw - 0.5;
float2 f = frac( UV159_g57824 );
UV159_g57824 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57824.x - 0.5, UV159_g57824.x + 1.5, UV159_g57824.y - 0.5, UV159_g57824.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57824 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57824.xyxy;
Weights159_g57824 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57825 = Offsets159_g57824;
float2 Input_FetchWeights143_g57825 = Weights159_g57824;
float2 break46_g57825 = Input_FetchWeights143_g57825;
float4 lerpResult20_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xw ) , break46_g57825.x);
float4 lerpResult40_g57825 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryColorMap, sampler_MainTex, (Input_FetchOffsets70_g57825).xz ) , break46_g57825.x);
float4 lerpResult22_g57825 = lerp( lerpResult20_g57825 , lerpResult40_g57825 , break46_g57825.y);
float4 Output_Fetch2D44_g57825 = lerpResult22_g57825;
float3 temp_output_436_0_g57823 = ( (_DetailSecondaryColor).rgb * (Output_Fetch2D44_g57825).rgb * _DetailSecondaryBrightness );
float3 temp_output_12_0_g57850 = temp_output_436_0_g57823;
float dotResult28_g57850 = dot( float3(0.2126729,0.7151522,0.072175) , temp_output_12_0_g57850 );
float3 temp_cast_3 = (dotResult28_g57850).xxx;
float temp_output_21_0_g57850 = ( 1.0 - _DetailSecondarySaturation );
float3 lerpResult31_g57850 = lerp( temp_cast_3 , temp_output_12_0_g57850 , temp_output_21_0_g57850);
float3 ColorSpaceDouble1261_g57823 = temp_output_1272_0_g57823;
float3 temp_output_1239_0_g57823 = ( lerpResult31_g57850 * ColorSpaceDouble1261_g57823 );
float localStochasticTiling159_g57830 = ( 0.0 );
float2 vertexToFrag70_g57846 = IN.ase_texcoord10.xy;
float2 temp_output_1347_0_g57823 = vertexToFrag70_g57846;
float2 UV159_g57830 = temp_output_1347_0_g57823;
float4 TexelSize159_g57830 = _DetailSecondaryMaskMap_TexelSize;
float4 Offsets159_g57830 = float4( 0,0,0,0 );
float2 Weights159_g57830 = float2( 0,0 );
{
UV159_g57830 = UV159_g57830 * TexelSize159_g57830.zw - 0.5;
float2 f = frac( UV159_g57830 );
UV159_g57830 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57830.x - 0.5, UV159_g57830.x + 1.5, UV159_g57830.y - 0.5, UV159_g57830.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57830 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57830.xyxy;
Weights159_g57830 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57831 = Offsets159_g57830;
float2 Input_FetchWeights143_g57831 = Weights159_g57830;
float2 break46_g57831 = Input_FetchWeights143_g57831;
float4 lerpResult20_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xw ) , break46_g57831.x);
float4 lerpResult40_g57831 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryMaskMap, sampler_MainTex, (Input_FetchOffsets70_g57831).xz ) , break46_g57831.x);
float4 lerpResult22_g57831 = lerp( lerpResult20_g57831 , lerpResult40_g57831 , break46_g57831.y);
float4 Output_Fetch2D44_g57831 = lerpResult22_g57831;
float4 break50_g57831 = Output_Fetch2D44_g57831;
float lerpResult486_g57823 = lerp( ( 1.0 - break50_g57831.r ) , break50_g57831.r , _DetailSecondaryMaskIsInverted);
float temp_output_15_0_g57832 = ( 1.0 - lerpResult486_g57823 );
float temp_output_26_0_g57832 = _DetailSecondaryMaskBlendStrength;
float temp_output_24_0_g57832 = _DetailSecondaryMaskBlendHardness;
float saferPower2_g57832 = abs( max( saturate( (0.0 + (temp_output_15_0_g57832 - ( 1.0 - temp_output_26_0_g57832 )) * (temp_output_24_0_g57832 - 0.0) / (1.0 - ( 1.0 - temp_output_26_0_g57832 ))) ) , 0.0 ) );
float temp_output_22_0_g57832 = _DetailSecondaryMaskBlendFalloff;
float Blend_DetailSecondaryMask755_g57823 = saturate( pow( saferPower2_g57832 , ( 1.0 - temp_output_22_0_g57832 ) ) );
float3 lerpResult1234_g57823 = lerp( BaseColor_RGB40_g57823 , temp_output_1239_0_g57823 , Blend_DetailSecondaryMask755_g57823);
float temp_output_1236_0_g57823 = ( 1.0 - Blend_DetailSecondaryMask755_g57823 );
float3 appendResult1238_g57823 = (float3(temp_output_1236_0_g57823 , temp_output_1236_0_g57823 , temp_output_1236_0_g57823));
float3 lerpResult1233_g57823 = lerp( temp_output_1239_0_g57823 , ( ( lerpResult1234_g57823 * Blend_DetailSecondaryMask755_g57823 ) + appendResult1238_g57823 ) , _DetailSecondaryMaskEnable);
float3 BaseColor_DetailSecondary805_g57823 = lerpResult1233_g57823;
float BaseColor_DetailSecondaryR1102_g57823 = Output_Fetch2D44_g57825.r;
float lerpResult1103_g57823 = lerp( BaseColor_R1273_g57823 , BaseColor_DetailSecondaryR1102_g57823 , _DetailSecondaryBlendSource);
float m_switch44_g57852 = (float)_DetailSecondaryBlendVertexColor;
float m_Off44_g57852 = 1.0;
float dotResult58_g57852 = dot( IN.ase_color.g , IN.ase_color.g );
float dotResult61_g57852 = dot( IN.ase_color.b , IN.ase_color.b );
float m_R44_g57852 = ( dotResult58_g57852 + dotResult61_g57852 );
float dotResult57_g57852 = dot( IN.ase_color.r , IN.ase_color.r );
float m_G44_g57852 = ( dotResult57_g57852 + dotResult58_g57852 );
float m_B44_g57852 = ( dotResult57_g57852 + dotResult61_g57852 );
float m_A44_g57852 = IN.ase_color.a;
float localMaskVCSwitch44_g57852 = MaskVCSwitch44_g57852( m_switch44_g57852 , m_Off44_g57852 , m_R44_g57852 , m_G44_g57852 , m_B44_g57852 , m_A44_g57852 );
float clampResult54_g57852 = clamp( ( ( localMaskVCSwitch44_g57852 * _DetailSecondaryBlendHeight ) / _DetailSecondaryBlendSmooth ) , 0.0 , 1.0 );
float BlendSecondary786_g57823 = saturate( ( ( ( ( lerpResult1103_g57823 - 0.5 ) * ( ( 1.0 - _DetailSecondaryBlendStrength ) - 0.9 ) ) / ( 1.0 - _DetailSecondaryBlendSmooth ) ) + ( 1.0 - clampResult54_g57852 ) ) );
float temp_output_1214_0_g57823 = ( 1.0 - BlendSecondary786_g57823 );
float3 appendResult1216_g57823 = (float3(temp_output_1214_0_g57823 , temp_output_1214_0_g57823 , temp_output_1214_0_g57823));
float3 temp_output_1217_0_g57823 = ( ( BaseColor_DetailSecondary805_g57823 * BlendSecondary786_g57823 ) + appendResult1216_g57823 );
float temp_output_20_0_g57856 = _DetailSecondaryBlendHeightMin;
float temp_output_21_0_g57856 = _DetailSecondaryBlendHeightMax;
float smoothstepResult25_g57856 = smoothstep( temp_output_20_0_g57856 , temp_output_21_0_g57856 , WorldPosition1436_g57823.y);
float DetailSecondaryBlendHeight1441_g57823 = smoothstepResult25_g57856;
float3 lerpResult1455_g57823 = lerp( temp_output_1217_0_g57823 , temp_output_39_0_g57823 , DetailSecondaryBlendHeight1441_g57823);
float3 lerpResult1459_g57823 = lerp( temp_output_1217_0_g57823 , lerpResult1455_g57823 , _DetailSecondaryBlendEnableAltitudeMask);
float2 weightedBlendVar1117_g57823 = appendResult1114_g57823;
float3 weightedAvg1117_g57823 = ( ( weightedBlendVar1117_g57823.x*temp_output_1180_0_g57823 + weightedBlendVar1117_g57823.y*( temp_output_39_0_g57823 * lerpResult1459_g57823 ) )/( weightedBlendVar1117_g57823.x + weightedBlendVar1117_g57823.y ) );
float3 lerpResult489_g57823 = lerp( temp_output_1180_0_g57823 , weightedAvg1117_g57823 , _DetailSecondaryEnable);
float temp_output_634_0_g57823 = ( _DetailEnable + ( ( _CATEGORY_DETAILMAPPING + _SPACE_DETAIL + _CATEGORY_DETAILMAPPINGSECONDARY + _SPACE_DETAILSECONDARY ) * 0.0 ) );
float3 lerpResult409_g57823 = lerp( temp_output_39_0_g57823 , lerpResult489_g57823 , temp_output_634_0_g57823);
float4 NORMAL_RGBA1382_g57857 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g57857 );
float3 unpack1891_g57857 = UnpackNormalScale( NORMAL_RGBA1382_g57857, _NormalStrength );
unpack1891_g57857.z = lerp( 1, unpack1891_g57857.z, saturate(_NormalStrength) );
float3 temp_output_38_0_g57823 = unpack1891_g57857;
float localStochasticTiling159_g57834 = ( 0.0 );
float2 UV159_g57834 = temp_output_1334_0_g57823;
float4 TexelSize159_g57834 = _DetailNormalMap_TexelSize;
float4 Offsets159_g57834 = float4( 0,0,0,0 );
float2 Weights159_g57834 = float2( 0,0 );
{
UV159_g57834 = UV159_g57834 * TexelSize159_g57834.zw - 0.5;
float2 f = frac( UV159_g57834 );
UV159_g57834 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57834.x - 0.5, UV159_g57834.x + 1.5, UV159_g57834.y - 0.5, UV159_g57834.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57834 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57834.xyxy;
Weights159_g57834 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57833 = Offsets159_g57834;
float2 Input_FetchWeights143_g57833 = Weights159_g57834;
float2 break46_g57833 = Input_FetchWeights143_g57833;
float4 lerpResult20_g57833 = lerp( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).yw ) , SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).xw ) , break46_g57833.x);
float4 lerpResult40_g57833 = lerp( SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).yz ) , SAMPLE_TEXTURE2D( _DetailNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57833).xz ) , break46_g57833.x);
float4 lerpResult22_g57833 = lerp( lerpResult20_g57833 , lerpResult40_g57833 , break46_g57833.y);
float4 Output_Fetch2D44_g57833 = lerpResult22_g57833;
float3 unpack499_g57823 = UnpackNormalScale( Output_Fetch2D44_g57833, _DetailNormalStrength );
unpack499_g57823.z = lerp( 1, unpack499_g57823.z, saturate(_DetailNormalStrength) );
float3 Normal_In880_g57823 = temp_output_38_0_g57823;
float3 lerpResult1286_g57823 = lerp( Normal_In880_g57823 , unpack499_g57823 , Blend_DetailMask986_g57823);
float3 lerpResult1011_g57823 = lerp( unpack499_g57823 , lerpResult1286_g57823 , _DetailMaskEnable);
float3 Normal_Detail199_g57823 = lerpResult1011_g57823;
float layeredBlendVar1278_g57823 = Blend647_g57823;
float3 layeredBlend1278_g57823 = ( lerp( temp_output_38_0_g57823,Normal_Detail199_g57823 , layeredBlendVar1278_g57823 ) );
float localStochasticTiling159_g57826 = ( 0.0 );
float2 UV159_g57826 = temp_output_1342_0_g57823;
float4 TexelSize159_g57826 = _DetailSecondaryNormalMap_TexelSize;
float4 Offsets159_g57826 = float4( 0,0,0,0 );
float2 Weights159_g57826 = float2( 0,0 );
{
UV159_g57826 = UV159_g57826 * TexelSize159_g57826.zw - 0.5;
float2 f = frac( UV159_g57826 );
UV159_g57826 -= f;
float4 xn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.xxxx;
float4 yn = float4( 1.0, 2.0, 3.0, 4.0 ) - f.yyyy;
float4 xs = xn * xn * xn;
float4 ys = yn * yn * yn;
float3 xv = float3( xs.x, xs.y - 4.0 * xs.x, xs.z - 4.0 * xs.y + 6.0 * xs.x );
float3 yv = float3( ys.x, ys.y - 4.0 * ys.x, ys.z - 4.0 * ys.y + 6.0 * ys.x );
float4 xc = float4( xv.xyz, 6.0 - xv.x - xv.y - xv.z );
float4 yc = float4( yv.xyz, 6.0 - yv.x - yv.y - yv.z );
float4 c = float4( UV159_g57826.x - 0.5, UV159_g57826.x + 1.5, UV159_g57826.y - 0.5, UV159_g57826.y + 1.5 );
float4 s = float4( xc.x + xc.y, xc.z + xc.w, yc.x + yc.y, yc.z + yc.w );
float w0 = s.x / ( s.x + s.y );
float w1 = s.z / ( s.z + s.w );
Offsets159_g57826 = ( c + float4( xc.y, xc.w, yc.y, yc.w ) / s ) * TexelSize159_g57826.xyxy;
Weights159_g57826 = float2( w0, w1 );
}
float4 Input_FetchOffsets70_g57827 = Offsets159_g57826;
float2 Input_FetchWeights143_g57827 = Weights159_g57826;
float2 break46_g57827 = Input_FetchWeights143_g57827;
float4 lerpResult20_g57827 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).yw ) , SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).xw ) , break46_g57827.x);
float4 lerpResult40_g57827 = lerp( SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).yz ) , SAMPLE_TEXTURE2D( _DetailSecondaryNormalMap, sampler_BumpMap, (Input_FetchOffsets70_g57827).xz ) , break46_g57827.x);
float4 lerpResult22_g57827 = lerp( lerpResult20_g57827 , lerpResult40_g57827 , break46_g57827.y);
float4 Output_Fetch2D44_g57827 = lerpResult22_g57827;
float3 unpack500_g57823 = UnpackNormalScale( Output_Fetch2D44_g57827, _DetailSecondaryNormalStrength );
unpack500_g57823.z = lerp( 1, unpack500_g57823.z, saturate(_DetailSecondaryNormalStrength) );
float3 lerpResult1285_g57823 = lerp( Normal_In880_g57823 , unpack500_g57823 , Blend_DetailSecondaryMask755_g57823);
float3 lerpResult1241_g57823 = lerp( unpack500_g57823 , lerpResult1285_g57823 , _DetailSecondaryMaskEnable);
float3 Normal_DetailSecondary806_g57823 = lerpResult1241_g57823;
float layeredBlendVar1280_g57823 = BlendSecondary786_g57823;
float3 layeredBlend1280_g57823 = ( lerp( temp_output_38_0_g57823,Normal_DetailSecondary806_g57823 , layeredBlendVar1280_g57823 ) );
float2 weightedBlendVar1118_g57823 = appendResult1114_g57823;
float3 weightedAvg1118_g57823 = ( ( weightedBlendVar1118_g57823.x*layeredBlend1278_g57823 + weightedBlendVar1118_g57823.y*layeredBlend1280_g57823 )/( weightedBlendVar1118_g57823.x + weightedBlendVar1118_g57823.y ) );
float3 lerpResult488_g57823 = lerp( layeredBlend1278_g57823 , weightedAvg1118_g57823 , _DetailSecondaryEnable);
float3 break817_g57823 = lerpResult488_g57823;
float3 appendResult820_g57823 = (float3(break817_g57823.x , break817_g57823.y , ( break817_g57823.z + 0.001 )));
float3 lerpResult410_g57823 = lerp( temp_output_38_0_g57823 , appendResult820_g57823 , temp_output_634_0_g57823);
float3 MASK_B1377_g57857 = (SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, UV213_g57857 )).rgb;
float3 MASK_G158_g57857 = (SAMPLE_TEXTURE2D( _SmoothnessMap, sampler_SmoothnessMap, UV213_g57857 )).rgb;
float3 temp_output_2651_0_g57857 = ( 1.0 - MASK_G158_g57857 );
float3 lerpResult2650_g57857 = lerp( MASK_G158_g57857 , temp_output_2651_0_g57857 , _SmoothnessSource);
float3 temp_output_2693_0_g57857 = ( lerpResult2650_g57857 * _SmoothnessStrength );
float2 appendResult2645_g57857 = (float2(WorldViewDirection.xy));
float3 appendResult2644_g57857 = (float3(appendResult2645_g57857 , ( WorldViewDirection.z / 1.06 )));
float3 break2680_g57857 = unpack1891_g57857;
float3 normalizeResult2641_g57857 = normalize( ( ( WorldTangent * break2680_g57857.x ) + ( WorldBiTangent * break2680_g57857.y ) + ( WorldNormal * break2680_g57857.z ) ) );
float3 Normal_Per_Pixel2690_g57857 = normalizeResult2641_g57857;
float fresnelNdotV2685_g57857 = dot( normalize( Normal_Per_Pixel2690_g57857 ), appendResult2644_g57857 );
float fresnelNode2685_g57857 = ( 0.0 + ( 1.0 - _SmoothnessFresnelScale ) * pow( max( 1.0 - fresnelNdotV2685_g57857 , 0.0001 ), _SmoothnessFresnelPower ) );
float3 temp_cast_13 = (fresnelNode2685_g57857).xxx;
float3 lerpResult2636_g57857 = lerp( temp_output_2693_0_g57857 , ( temp_output_2693_0_g57857 - temp_cast_13 ) , _SmoothnessFresnelEnable);
float3 MASK_R1378_g57857 = (SAMPLE_TEXTURE2D( _OcclusionMap, sampler_OcclusionMap, UV213_g57857 )).rgb;
float3 lerpResult3415_g57857 = lerp( float3( 1,0,0 ) , MASK_R1378_g57857 , _OcclusionStrengthAO);
float lerpResult3414_g57857 = lerp( 1.0 , IN.ase_color.a , _OcclusionStrengthAO);
float3 temp_cast_15 = (lerpResult3414_g57857).xxx;
float3 lerpResult2709_g57857 = lerp( lerpResult3415_g57857 , temp_cast_15 , _OcclusionSource);
float3 temp_output_2730_0_g57857 = saturate( lerpResult2709_g57857 );
float3 BaseColor = lerpResult409_g57823;
float3 Normal = lerpResult410_g57823;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = ( _MetallicStrength * MASK_B1377_g57857 ).x;
float Smoothness = saturate( lerpResult2636_g57857 ).x;
float Occlusion = temp_output_2730_0_g57857.x;
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;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = IN.positionCS;
inputData.shadowCoord = ShadowCoords;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
#else
inputData.normalWS = WorldNormal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#else
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#endif
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(IN.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
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#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"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
#ifdef SCENESELECTIONPASS
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#endif
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#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"
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _DetailMaskMap_TexelSize;
float4 _DetailSecondaryMaskUVs;
float4 _DetailMaskUVs;
float4 _DetailColorMap_TexelSize;
float4 _DetailUVs;
float4 _DetailNormalMap_TexelSize;
float4 _DetailSecondaryNormalMap_TexelSize;
float4 _MainUVs;
half4 _DetailColor;
half4 _BaseColor;
float4 _DetailSecondaryColorMap_TexelSize;
half4 _DetailSecondaryColor;
float4 _DetailSecondaryUVs;
float4 _DetailSecondaryMaskMap_TexelSize;
half _DetailSecondaryBlendHeight;
int _DetailSecondaryBlendVertexColor;
half _DetailSecondaryBlendSmooth;
half _DetailSecondaryBlendStrength;
half _DetailSecondaryBlendSource;
half _DetailSecondaryMaskIsInverted;
half _DetailSecondaryMaskEnable;
half _DetailSecondaryBlendHeightMin;
half _DetailSecondaryMaskBlendFalloff;
half _DetailSecondaryMaskBlendStrength;
half _DetailSecondaryMaskBlendHardness;
half _DetailSecondaryBlendHeightMax;
int _Cull;
float _DetailSecondaryEnable;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
half _SmoothnessSource;
float _MetallicStrength;
float _DetailSecondaryBlendEnableAltitudeMask;
half _DetailSecondaryNormalStrength;
half _NormalStrength;
float _SPACE_DETAILSECONDARY;
float _CATEGORY_DETAILMAPPINGSECONDARY;
float _SPACE_DETAIL;
float _CATEGORY_DETAILMAPPING;
half _DetailEnable;
half _DetailNormalStrength;
half _DetailSecondaryMaskUVRotation;
half _DetailSecondaryUVMode;
half _DetailSecondaryBrightness;
float _SPACE_TRANSLUCENCY;
float _CATEGORY_TRANSMISSION;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_SURFACEINPUTS;
float _SPACE_COLOR;
float _CATEGORY_COLOR;
float _UVMode;
float _BaseColorSaturation;
half _Brightness;
half _DetailUVRotation;
half _DetailUVMode;
half _DetailBrightness;
float _DetailSaturation;
half _DetailMaskUVRotation;
half _DetailMaskIsInverted;
half _DetailMaskBlendStrength;
half _DetailMaskBlendHardness;
half _OcclusionStrengthAO;
half _DetailSecondaryUVRotation;
float _DetailSecondaryBlendWeightLayer2;
float _DetailSecondaryBlendWeightLayer1;
float _DetailBlendEnableAltitudeMask;
half _DetailBlendHeightMax;
float _DetailSecondarySaturation;
half _DetailBlendHeightMin;
int _DetailBlendVertexColor;
half _DetailBlendSmooth;
half _DetailBlendStrength;
half _DetailBlendSource;
half _DetailMaskEnable;
half _DetailMaskBlendFalloff;
half _DetailBlendHeight;
half _OcclusionSource;
#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
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = v.normalOS;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
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(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[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")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessPhongStrength;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
#ifdef SCENESELECTIONPASS
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#endif
return outColor;
}
ENDHLSL
}
}
CustomEditor "ALP8310_ShaderGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
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WireConnection;424;4;433;33
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ASEEND*/
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