// Made with Amplify Shader Editor v1.9.3.3 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ALP/Cutout Translucency Wind" { 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) = 0 [DE_DrawerCategory(ALPHA CLIPPING,true,_GlancingClipMode,0,0)]_CATEGORY_ALPHACLIPPING("CATEGORY_ALPHACLIPPING", Float) = 0 [DE_DrawerToggleLeft]_GlancingClipMode("Enable Clip Glancing Angle", Float) = 0 [DE_DrawerSliderSimple(_AlphaRemapMin, _AlphaRemapMax,0, 1)]_AlphaRemap("Alpha Remapping", Vector) = (0,1,0,0) [HideInInspector]_AlphaRemapMin("AlphaRemapMin", Float) = 0 [HideInInspector]_AlphaRemapMax("AlphaRemapMax", Float) = 1 _AlphaCutoffBias("Alpha Cutoff Bias", Range( 0 , 1)) = 0.5 _AlphaCutoffBiasShadow("Alpha Cutoff Bias Shadow", Range( 0.01 , 1)) = 0.5 [DE_DrawerSpace(10)]_SPACE_ALPHACLIP("SPACE_ALPHACLIP", Float) = 0 [DE_DrawerCategory(COLOR,true,_BaseColor,0,0)]_CATEGORY_COLOR("CATEGORY_COLOR", Float) = 1 _BaseColor("Base Color", Color) = (1,1,1,0) _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" {} [DE_DrawerFloatEnum(Flip _Mirror _None)]_DoubleSidedNormalMode("Normal Mode", Float) = 2 _NormalStrength("Normal Strength", Float) = 1 [DE_DrawerSpace(10)]_SPACE_SURFACEINPUTS("SPACE_SURFACE INPUTS", Float) = 0 [DE_DrawerCategory(COLOR SHIFT,true,_ColorShiftEnable,0,0)]_CATEGORY_COLORSHIFT("CATEGORY_COLOR SHIFT", Float) = 0 [DE_DrawerToggleLeft]_ColorShiftEnable("ENABLE COLOR SHIFT", Float) = 0 [DE_DrawerFloatEnum(Object Space _World Space _Vertex Color _Vertex Normal)]_ColorShiftSource("Shift Source", Float) = 0 _ColorShiftVariation("Shift Variation", Range( 0 , 1)) = 0 _ColorShiftVariationRGB("Shift Variation RGB", Range( -0.5 , 0.5)) = 0.2 _ColorShiftInfluence("Shift Influence ", Range( 0 , 1)) = 0.75 _ColorShiftSaturation("Shift Saturation", Range( 0 , 1)) = 0.85 _ColorShiftNoiseScale("Shift Noise Scale", Range( 0 , 2)) = 1 [Header(COLOR SHIFT WORLD SPACE)]_ColorShiftWorldSpaceDistance("World Space Distance", Range( 0.01 , 5)) = 5 _ColorShiftWorldSpaceOffset("World Space Offset", Range( -1 , 1)) = 1 _ColorShiftWorldSpaceNoiseShift("World Space Noise Shift", Range( 1 , 5)) = 5 [DE_DrawerToggleLeft][Space(10)]_ColorShiftEnableMask("ENABLE COLOR SHIFT MASK", Float) = 1 [DE_DrawerToggleNoKeyword]_ColorShiftMaskInverted("Color Shift Mask Inverted", Float) = 0 [DE_DrawerTextureSingleLine]_ColorShiftMaskMap("Color Shift Mask Map", 2D) = "black" {} _ColorShiftMaskFuzziness("Color Shift Mask Fuzziness", Range( 0 , 1)) = 0.25 [DE_DrawerSpace(10)]_SPACE_COLORSHIFT("SPACE_COLORSHIFT", Float) = 0 [DE_DrawerCategory(TRANSMISSION,true,_TransmissionEnable,0,0)]_CATEGORY_TRANSMISSION("CATEGORY_TRANSMISSION", Float) = 0 [DE_DrawerToggleLeft]_TransmissionEnable("ENABLE TRANSMISSION", Float) = 0 [DE_DrawerFloatEnum(Color Picker Only_Transmission Mask Map)]_TransmissionSource("Transmission Source", Float) = 1 [DE_DrawerTextureSingleLine]_TransmissionMaskMap("Transmission Mask Map", 2D) = "white" {} [DE_DrawerToggleNoKeyword]_TransmissionMaskInverted("Transmission Mask Inverted", Float) = 0 _TransmissionMaskStrength("Transmission Mask Strength", Range( 0 , 1.5)) = 1.466198 _TransmissionMaskFeather("Transmission Mask Feather", Range( 0 , 1)) = 1 [HDR]_TransmissionColor("Transmission Color", Color) = (0.5,0.5,0.5,1) _TransmissionStrength("Transmission Strength", Float) = 1 [DE_DrawerSpace(10)]_SPACE_TRANSMISSION("SPACE_TRANSMISSION", Float) = 0 [DE_DrawerCategory(TRANSLUCENCY,true,_TranslucencyEnable,0,0)]_CATEGORY_TRANSLUCENCY("CATEGORY_TRANSLUCENCY", Float) = 0 [DE_DrawerToggleLeft]_TranslucencyEnable("ENABLE TRANSLUCENCY", Float) = 0 [DE_DrawerFloatEnum(Color Picker Only _Thickness Mask Map)]_TranslucencySource("Translucency Source", Float) = 1 [DE_DrawerTextureSingleLine]_ThicknessMap("Thickness Mask Map", 2D) = "white" {} [DE_DrawerToggleNoKeyword]_ThicknessMapInverted("Thickness Mask Inverted", Float) = 0 _ThicknessStrength("Thickness Mask Strength", Range( 0 , 1.5)) = 1.466198 _ThicknessFeather("Thickness Mask Feather", Range( 0 , 1)) = 1 [HDR]_TranslucencyColor("Translucency Color", Color) = (0.5,0.5,0.5,1) _TranslucencyStrength("Translucency Strength", Float) = 1 [DE_DrawerSpace(10)]_SPACE_TRANSLUCENCY("SPACE_TRANSLUCENCY", Float) = 0 [DE_DrawerCategory(TRANSLUCENCY ASE,true,_ASETranslucencyStrength,0,0)]_CATEGORY_TRANSLUCENCYASE("CATEGORY_TRANSLUCENCY ASE", Float) = 0 _ASETransmissionShadow("ASE Transmission Shadow", Range( 0 , 1)) = 0.5 _ASETranslucencyStrength("ASE Translucency Strength", Range( 1 , 50)) = 1 _ASETranslucencyNormalDistortion("ASE Translucency Normal Distortion ", Range( 0 , 1)) = 0.2735869 _ASETranslucencyScattering("ASE Translucency Scattering ", Range( 1 , 50)) = 2 _ASETranslucencyDirect("ASE Translucency Direct ", Range( 0 , 1)) = 0.9 _ASETranslucencyAmbient("ASE Translucency Ambient", Range( 0 , 1)) = 0.8339342 [DE_DrawerCategory(WIND,true,_WindEnable,0,0)]_CATEGORY_WIND("CATEGORY_WIND", Float) = 0 [DE_DrawerToggleLeft]_WindEnable("ENABLE WIND", Float) = 0 [DE_DrawerFloatEnum(Global _Local)]_WindEnableMode("Enable Wind Mode", Float) = 0 [DE_DrawerFloatEnum(Leaf _Palm _Grass _Simple _Ivy)]_WindEnableType("Enable Wind Type", Float) = 0 [Header(WIND GLOBAL)]_WindGlobalIntensity("Wind Intensity", Float) = 1 _WindGlobalTurbulence("Wind Turbulence", Float) = 0.35 [Header(WIND LOCAL)]_WindLocalIntensity("Local Wind Intensity", Float) = 1 _WindLocalTurbulence("Local Wind Turbulence", Float) = 0.35 _WindLocalPulseFrequency("Local Wind Pulse Frequency", Float) = 0.1 _WindLocalRandomOffset("Local Random Offset", Float) = 0.2 _WindLocalDirection("Local Wind Direction", Range( 0 , 360)) = 0 [DE_DrawerSpace(10)]_SPACE_WIND("SPACE_WIND", Float) = 0 _ASETranslucencyShadow("ASE Translucency Shadow ", Range( 0 , 1)) = 0.5 [DE_DrawerSpace(10)]_SPACE_TRANSLUCENCYASE("SPACE_TRANSLUCENCYASE", Float) = 0 [HideInInspector] _texcoord( "", 2D ) = "white" {} //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "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"="UniversalForwardOnly" } 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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #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_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_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 #define ASE_NEEDS_FRAG_COLOR #define ASE_NEEDS_FRAG_SHADOWCOORDS #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_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; 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; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_ColorShiftMaskMap); TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); TEXTURE2D(_SmoothnessMap); SAMPLER(sampler_SmoothnessMap); TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); TEXTURE2D(_TransmissionMaskMap); TEXTURE2D(_ThicknessMap); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float ColorShift_Modefloatswitch168_g58579( float m_switch, float m_ObjectSpace, float m_WorldSpace, float m_VertexColor, float m_VertexNormal ) { if(m_switch ==0) return m_ObjectSpace; else if(m_switch ==1) return m_WorldSpace; else if(m_switch ==2) return m_VertexColor; else if(m_switch ==3) return m_VertexNormal; else return float(0); } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } float3 _NormalModefloat3switch( float m_switch, float3 m_Flip, float3 m_Mirror, float3 m_None ) { if(m_switch ==0) return m_Flip; else if(m_switch ==1) return m_Mirror; else if(m_switch ==2) return m_None; else return float3(0,0,0); } 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_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.tangentOS.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.texcoord.xy; float2 m_UV180_g58645 = v.texcoord1.xy; float2 m_UV280_g58645 = v.texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord8.xy = vertexToFrag70_g58645; o.ase_texcoord9 = v.positionOS; o.ase_color = v.ase_color; o.ase_normal = v.normalOS; o.ase_texcoord8.zw = v.texcoord.xy; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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_color : COLOR; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * 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 , bool ase_vface : SV_IsFrontFace ) : 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_g58570 = (_BaseColor).rgb; float2 vertexToFrag70_g58645 = IN.ase_texcoord8.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float3 ALBEDO_RGBA1381_g58570 = (tex2DNode2048_g58570).rgb; float3 temp_output_3_0_g58570 = ( temp_output_1923_0_g58570 * ALBEDO_RGBA1381_g58570 * _Brightness ); float3 temp_output_134_0_g58579 = temp_output_3_0_g58570; float m_switch168_g58579 = _ColorShiftSource; float m_ObjectSpace168_g58579 = ( _ColorShiftNoiseScale / 3 ); float3 p1_g58580 = ( WorldPosition * _ColorShiftWorldSpaceNoiseShift ); float localSimpleNoise3D1_g58580 = SimpleNoise3D( p1_g58580 ); float4 transform374_g58579 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord9); float m_WorldSpace168_g58579 = ( ( localSimpleNoise3D1_g58580 / _ColorShiftNoiseScale ) - ( ( (transform374_g58579).w - _ColorShiftWorldSpaceOffset ) / _ColorShiftWorldSpaceDistance ) ); float m_VertexColor168_g58579 = ( IN.ase_color.g - 0.5 ); float m_VertexNormal168_g58579 = ( IN.ase_normal.y - 0.5 ); float localColorShift_Modefloatswitch168_g58579 = ColorShift_Modefloatswitch168_g58579( m_switch168_g58579 , m_ObjectSpace168_g58579 , m_WorldSpace168_g58579 , m_VertexColor168_g58579 , m_VertexNormal168_g58579 ); float temp_output_112_0_g58579 = sin( ( _ColorShiftNoiseScale * PI ) ); float3 BaseColor136_g58579 = temp_output_134_0_g58579; float2 appendResult120_g58579 = (float2(( (0.3 + (( 1.0 - temp_output_112_0_g58579 ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) * BaseColor136_g58579.x ) , 0.0)); float2 RGB146_g58579 = appendResult120_g58579; float3 hsvTorgb122_g58579 = RGBToHSV( float3( RGB146_g58579 , 0.0 ) ); float VALUE219_g58579 = temp_output_112_0_g58579; float3 hsvTorgb126_g58579 = HSVToRGB( float3(( ( saturate( localColorShift_Modefloatswitch168_g58579 ) * _ColorShiftVariation ) + _ColorShiftVariationRGB + hsvTorgb122_g58579 ).x,( _ColorShiftSaturation * hsvTorgb122_g58579.y ),( hsvTorgb122_g58579.z + ( VALUE219_g58579 / 40 ) )) ); float2 uv_ColorShiftMaskMap = IN.ase_texcoord8.zw * _ColorShiftMaskMap_ST.xy + _ColorShiftMaskMap_ST.zw; float4 transform376_g58579 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord9.xyz , 0.0 )); float3 temp_output_337_0_g58579 = saturate( ( 1.0 - ( (( SAMPLE_TEXTURE2D( _ColorShiftMaskMap, sampler_MainTex, uv_ColorShiftMaskMap ) * transform376_g58579 )).rgb / max( _ColorShiftMaskFuzziness , 1E-05 ) ) ) ); float3 lerpResult314_g58579 = lerp( hsvTorgb126_g58579 , BaseColor136_g58579 , temp_output_337_0_g58579); float3 lerpResult311_g58579 = lerp( BaseColor136_g58579 , hsvTorgb126_g58579 , temp_output_337_0_g58579); float3 lerpResult389_g58579 = lerp( lerpResult314_g58579 , lerpResult311_g58579 , _ColorShiftMaskInverted); float3 lerpResult387_g58579 = lerp( hsvTorgb126_g58579 , lerpResult389_g58579 , _ColorShiftEnableMask); float3 lerpResult392_g58579 = lerp( temp_output_134_0_g58579 , lerpResult387_g58579 , _ColorShiftInfluence); float temp_output_402_0_g58579 = ( _ColorShiftEnable + ( ( _CATEGORY_COLORSHIFT + _SPACE_COLORSHIFT ) * 0.0 ) ); float3 lerpResult393_g58579 = lerp( temp_output_134_0_g58579 , lerpResult392_g58579 , temp_output_402_0_g58579); float4 NORMAL_RGBA1382_g58570 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g58570 ); float3 unpack1891_g58570 = UnpackNormalScale( NORMAL_RGBA1382_g58570, _NormalStrength ); unpack1891_g58570.z = lerp( 1, unpack1891_g58570.z, saturate(_NormalStrength) ); float3 temp_output_24_0_g58586 = unpack1891_g58570; float temp_output_50_0_g58586 = _DoubleSidedNormalMode; float m_switch64_g58586 = temp_output_50_0_g58586; float3 m_Flip64_g58586 = float3(-1,-1,-1); float3 m_Mirror64_g58586 = float3(1,1,-1); float3 m_None64_g58586 = float3(1,1,1); float3 local_NormalModefloat3switch64_g58586 = _NormalModefloat3switch( m_switch64_g58586 , m_Flip64_g58586 , m_Mirror64_g58586 , m_None64_g58586 ); float3 switchResult58_g58586 = (((ase_vface>0)?(temp_output_24_0_g58586):(( temp_output_24_0_g58586 * local_NormalModefloat3switch64_g58586 )))); float3 MASK_B1377_g58570 = (SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, UV213_g58570 )).rgb; float3 MASK_G158_g58570 = (SAMPLE_TEXTURE2D( _SmoothnessMap, sampler_SmoothnessMap, UV213_g58570 )).rgb; float3 temp_output_2651_0_g58570 = ( 1.0 - MASK_G158_g58570 ); float3 lerpResult2650_g58570 = lerp( MASK_G158_g58570 , temp_output_2651_0_g58570 , _SmoothnessSource); float3 temp_output_2693_0_g58570 = ( lerpResult2650_g58570 * _SmoothnessStrength ); float2 appendResult2645_g58570 = (float2(WorldViewDirection.xy)); float3 appendResult2644_g58570 = (float3(appendResult2645_g58570 , ( WorldViewDirection.z / 1.06 ))); float3 break2680_g58570 = unpack1891_g58570; float3 normalizeResult2641_g58570 = normalize( ( ( WorldTangent * break2680_g58570.x ) + ( WorldBiTangent * break2680_g58570.y ) + ( WorldNormal * break2680_g58570.z ) ) ); float3 Normal_Per_Pixel2690_g58570 = normalizeResult2641_g58570; float fresnelNdotV2685_g58570 = dot( normalize( Normal_Per_Pixel2690_g58570 ), appendResult2644_g58570 ); float fresnelNode2685_g58570 = ( 0.0 + ( 1.0 - _SmoothnessFresnelScale ) * pow( max( 1.0 - fresnelNdotV2685_g58570 , 0.0001 ), _SmoothnessFresnelPower ) ); float3 temp_cast_8 = (fresnelNode2685_g58570).xxx; float3 lerpResult2636_g58570 = lerp( temp_output_2693_0_g58570 , ( temp_output_2693_0_g58570 - temp_cast_8 ) , _SmoothnessFresnelEnable); float3 MASK_R1378_g58570 = (SAMPLE_TEXTURE2D( _OcclusionMap, sampler_OcclusionMap, UV213_g58570 )).rgb; float3 lerpResult3415_g58570 = lerp( float3( 1,0,0 ) , MASK_R1378_g58570 , _OcclusionStrengthAO); float lerpResult3414_g58570 = lerp( 1.0 , IN.ase_color.a , _OcclusionStrengthAO); float3 temp_cast_10 = (lerpResult3414_g58570).xxx; float3 lerpResult2709_g58570 = lerp( lerpResult3415_g58570 , temp_cast_10 , _OcclusionSource); float3 temp_output_2730_0_g58570 = saturate( lerpResult2709_g58570 ); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , WorldViewDirection ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); float3 temp_output_249_0_g58575 = (_TransmissionColor).rgb; float4 color71_g58575 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0); float3 temp_output_247_0_g58575 = (color71_g58575).rgb; float2 temp_output_101_0_g58575 = UV213_g58570; float3 temp_output_162_0_g58575 = saturate( ( (SAMPLE_TEXTURE2D( _TransmissionMaskMap, sampler_MainTex, temp_output_101_0_g58575 )).rgb / max( _TransmissionMaskFeather , 1E-05 ) ) ); float3 lerpResult172_g58575 = lerp( temp_output_247_0_g58575 , temp_output_162_0_g58575 , _TransmissionMaskStrength); float temp_output_165_0_g58575 = ( 0.0 - 1.0 ); float temp_output_168_0_g58575 = ( temp_output_162_0_g58575.x - 1.0 ); float lerpResult173_g58575 = lerp( ( temp_output_165_0_g58575 / temp_output_168_0_g58575 ) , ( temp_output_168_0_g58575 / temp_output_165_0_g58575 ) , ( 0.7 + _TransmissionMaskStrength )); float3 lerpResult148_g58575 = lerp( ( temp_output_249_0_g58575 * _TransmissionStrength * lerpResult172_g58575 ) , ( temp_output_249_0_g58575 * _TransmissionStrength * saturate( lerpResult173_g58575 ) ) , _TransmissionMaskInverted); float3 lerpResult147_g58575 = lerp( ( temp_output_249_0_g58575 * _TransmissionStrength ) , lerpResult148_g58575 , _TransmissionSource); float3 lerpResult122_g58575 = lerp( float3( 0,0,0 ) , lerpResult147_g58575 , ( _TransmissionEnable + ( ( _CATEGORY_TRANSLUCENCY + _SPACE_TRANSMISSION ) * 0.0 ) )); float3 temp_output_248_0_g58575 = (_TranslucencyColor).rgb; float3 temp_output_113_0_g58575 = saturate( ( (SAMPLE_TEXTURE2D( _ThicknessMap, sampler_MainTex, temp_output_101_0_g58575 )).rgb / max( _ThicknessFeather , 1E-05 ) ) ); float3 lerpResult34_g58575 = lerp( temp_output_247_0_g58575 , temp_output_113_0_g58575 , _ThicknessStrength); float temp_output_69_0_g58575 = ( 0.0 - 1.0 ); float temp_output_22_0_g58575 = ( temp_output_113_0_g58575.x - 1.0 ); float lerpResult66_g58575 = lerp( ( temp_output_69_0_g58575 / temp_output_22_0_g58575 ) , ( temp_output_22_0_g58575 / temp_output_69_0_g58575 ) , ( 0.7 + _ThicknessStrength )); float3 lerpResult153_g58575 = lerp( ( temp_output_248_0_g58575 * lerpResult34_g58575 * _TranslucencyStrength ) , ( temp_output_248_0_g58575 * saturate( lerpResult66_g58575 ) * _TranslucencyStrength ) , _ThicknessMapInverted); float3 lerpResult150_g58575 = lerp( ( temp_output_248_0_g58575 * _TranslucencyStrength ) , lerpResult153_g58575 , _TranslucencySource); float ase_lightAtten = 0; Light ase_mainLight = GetMainLight( ShadowCoords ); ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation; float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ); float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float3 temp_output_88_0_g58575 = ( ( ase_lightAtten * ase_lightColor.rgb ) * max( ase_lightColor.a , 0.0 ) ); float3 lerpResult123_g58575 = lerp( float3( 0,0,0 ) , ( lerpResult150_g58575 * saturate( temp_output_88_0_g58575 ) ) , ( _TranslucencyEnable + ( ( _SPACE_TRANSLUCENCY + _CATEGORY_TRANSMISSION ) * 0.0 ) )); float3 BaseColor = lerpResult393_g58579; float3 Normal = switchResult58_g58586; float3 Emission = 0; float3 Specular = 0.5; float Metallic = ( _MetallicStrength * MASK_B1377_g58570 ).x; float Smoothness = saturate( lerpResult2636_g58570 ).x; float Occlusion = temp_output_2730_0_g58570.x; float Alpha = temp_output_98_0_g58616; float AlphaClipThreshold = _AlphaCutoffBias; float AlphaClipThresholdShadow = _AlphaCutoffBiasShadow; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = lerpResult122_g58575; float3 Translucency = lerpResult123_g58575; #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 = _ASETransmissionShadow; 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 = _ASETranslucencyShadow; float normal = _ASETranslucencyNormalDistortion; float scattering = _ASETranslucencyScattering; float direct = _ASETranslucencyScattering; float ambient = _ASETranslucencyAmbient; float strength = _ASETranslucencyStrength; 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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 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" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #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 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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 float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } 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 ); float m_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.ase_texcoord.xy; float2 m_UV180_g58645 = v.ase_texcoord1.xy; float2 m_UV280_g58645 = v.ase_texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord3.xy = vertexToFrag70_g58645; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord2; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; #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 float2 vertexToFrag70_g58645 = IN.ase_texcoord3.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); float Alpha = temp_output_98_0_g58616; float AlphaClipThreshold = _AlphaCutoffBias; float AlphaClipThresholdShadow = _AlphaCutoffBiasShadow; #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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 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" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #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 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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 float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.ase_texcoord.xy; float2 m_UV180_g58645 = v.ase_texcoord1.xy; float2 m_UV280_g58645 = v.ase_texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord3.xy = vertexToFrag70_g58645; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord2; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; #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 float2 vertexToFrag70_g58645 = IN.ase_texcoord3.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); float Alpha = temp_output_98_0_g58616; float AlphaClipThreshold = _AlphaCutoffBias; #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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #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_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord3 : TEXCOORD3; 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; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_ColorShiftMaskMap); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float ColorShift_Modefloatswitch168_g58579( float m_switch, float m_ObjectSpace, float m_WorldSpace, float m_VertexColor, float m_VertexNormal ) { if(m_switch ==0) return m_ObjectSpace; else if(m_switch ==1) return m_WorldSpace; else if(m_switch ==2) return m_VertexColor; else if(m_switch ==3) return m_VertexNormal; else return float(0); } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } 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_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.texcoord0.xy; float2 m_UV180_g58645 = v.texcoord1.xy; float2 m_UV280_g58645 = v.texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord4.xy = vertexToFrag70_g58645; o.ase_texcoord5 = v.positionOS; o.ase_color = v.ase_color; o.ase_normal = v.normalOS; o.ase_texcoord4.zw = v.texcoord0.xy; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_tangent = v.ase_tangent; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z; o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * 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_g58570 = (_BaseColor).rgb; float2 vertexToFrag70_g58645 = IN.ase_texcoord4.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float3 ALBEDO_RGBA1381_g58570 = (tex2DNode2048_g58570).rgb; float3 temp_output_3_0_g58570 = ( temp_output_1923_0_g58570 * ALBEDO_RGBA1381_g58570 * _Brightness ); float3 temp_output_134_0_g58579 = temp_output_3_0_g58570; float m_switch168_g58579 = _ColorShiftSource; float m_ObjectSpace168_g58579 = ( _ColorShiftNoiseScale / 3 ); float3 p1_g58580 = ( WorldPosition * _ColorShiftWorldSpaceNoiseShift ); float localSimpleNoise3D1_g58580 = SimpleNoise3D( p1_g58580 ); float4 transform374_g58579 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord5); float m_WorldSpace168_g58579 = ( ( localSimpleNoise3D1_g58580 / _ColorShiftNoiseScale ) - ( ( (transform374_g58579).w - _ColorShiftWorldSpaceOffset ) / _ColorShiftWorldSpaceDistance ) ); float m_VertexColor168_g58579 = ( IN.ase_color.g - 0.5 ); float m_VertexNormal168_g58579 = ( IN.ase_normal.y - 0.5 ); float localColorShift_Modefloatswitch168_g58579 = ColorShift_Modefloatswitch168_g58579( m_switch168_g58579 , m_ObjectSpace168_g58579 , m_WorldSpace168_g58579 , m_VertexColor168_g58579 , m_VertexNormal168_g58579 ); float temp_output_112_0_g58579 = sin( ( _ColorShiftNoiseScale * PI ) ); float3 BaseColor136_g58579 = temp_output_134_0_g58579; float2 appendResult120_g58579 = (float2(( (0.3 + (( 1.0 - temp_output_112_0_g58579 ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) * BaseColor136_g58579.x ) , 0.0)); float2 RGB146_g58579 = appendResult120_g58579; float3 hsvTorgb122_g58579 = RGBToHSV( float3( RGB146_g58579 , 0.0 ) ); float VALUE219_g58579 = temp_output_112_0_g58579; float3 hsvTorgb126_g58579 = HSVToRGB( float3(( ( saturate( localColorShift_Modefloatswitch168_g58579 ) * _ColorShiftVariation ) + _ColorShiftVariationRGB + hsvTorgb122_g58579 ).x,( _ColorShiftSaturation * hsvTorgb122_g58579.y ),( hsvTorgb122_g58579.z + ( VALUE219_g58579 / 40 ) )) ); float2 uv_ColorShiftMaskMap = IN.ase_texcoord4.zw * _ColorShiftMaskMap_ST.xy + _ColorShiftMaskMap_ST.zw; float4 transform376_g58579 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord5.xyz , 0.0 )); float3 temp_output_337_0_g58579 = saturate( ( 1.0 - ( (( SAMPLE_TEXTURE2D( _ColorShiftMaskMap, sampler_MainTex, uv_ColorShiftMaskMap ) * transform376_g58579 )).rgb / max( _ColorShiftMaskFuzziness , 1E-05 ) ) ) ); float3 lerpResult314_g58579 = lerp( hsvTorgb126_g58579 , BaseColor136_g58579 , temp_output_337_0_g58579); float3 lerpResult311_g58579 = lerp( BaseColor136_g58579 , hsvTorgb126_g58579 , temp_output_337_0_g58579); float3 lerpResult389_g58579 = lerp( lerpResult314_g58579 , lerpResult311_g58579 , _ColorShiftMaskInverted); float3 lerpResult387_g58579 = lerp( hsvTorgb126_g58579 , lerpResult389_g58579 , _ColorShiftEnableMask); float3 lerpResult392_g58579 = lerp( temp_output_134_0_g58579 , lerpResult387_g58579 , _ColorShiftInfluence); float temp_output_402_0_g58579 = ( _ColorShiftEnable + ( ( _CATEGORY_COLORSHIFT + _SPACE_COLORSHIFT ) * 0.0 ) ); float3 lerpResult393_g58579 = lerp( temp_output_134_0_g58579 , lerpResult392_g58579 , temp_output_402_0_g58579); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); float3 BaseColor = lerpResult393_g58579; float3 Emission = 0; float Alpha = temp_output_98_0_g58616; float AlphaClipThreshold = _AlphaCutoffBias; #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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 1 #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #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_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_POSITION struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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; float3 ase_normal : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); TEXTURE2D(_ColorShiftMaskMap); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } float3 HSVToRGB( float3 c ) { float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 ); float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www ); return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y ); } float ColorShift_Modefloatswitch168_g58579( float m_switch, float m_ObjectSpace, float m_WorldSpace, float m_VertexColor, float m_VertexNormal ) { if(m_switch ==0) return m_ObjectSpace; else if(m_switch ==1) return m_WorldSpace; else if(m_switch ==2) return m_VertexColor; else if(m_switch ==3) return m_VertexNormal; else return float(0); } float3 RGBToHSV(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) ); float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) ); float d = q.x - min( q.w, q.y ); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); } 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_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.ase_texcoord.xy; float2 m_UV180_g58645 = v.ase_texcoord1.xy; float2 m_UV280_g58645 = v.ase_texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord2.xy = vertexToFrag70_g58645; o.ase_texcoord3 = v.positionOS; o.ase_color = v.ase_color; o.ase_normal = v.normalOS; o.ase_texcoord2.zw = v.ase_texcoord.xy; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord2; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; #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_g58570 = (_BaseColor).rgb; float2 vertexToFrag70_g58645 = IN.ase_texcoord2.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float3 ALBEDO_RGBA1381_g58570 = (tex2DNode2048_g58570).rgb; float3 temp_output_3_0_g58570 = ( temp_output_1923_0_g58570 * ALBEDO_RGBA1381_g58570 * _Brightness ); float3 temp_output_134_0_g58579 = temp_output_3_0_g58570; float m_switch168_g58579 = _ColorShiftSource; float m_ObjectSpace168_g58579 = ( _ColorShiftNoiseScale / 3 ); float3 p1_g58580 = ( WorldPosition * _ColorShiftWorldSpaceNoiseShift ); float localSimpleNoise3D1_g58580 = SimpleNoise3D( p1_g58580 ); float4 transform374_g58579 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord3); float m_WorldSpace168_g58579 = ( ( localSimpleNoise3D1_g58580 / _ColorShiftNoiseScale ) - ( ( (transform374_g58579).w - _ColorShiftWorldSpaceOffset ) / _ColorShiftWorldSpaceDistance ) ); float m_VertexColor168_g58579 = ( IN.ase_color.g - 0.5 ); float m_VertexNormal168_g58579 = ( IN.ase_normal.y - 0.5 ); float localColorShift_Modefloatswitch168_g58579 = ColorShift_Modefloatswitch168_g58579( m_switch168_g58579 , m_ObjectSpace168_g58579 , m_WorldSpace168_g58579 , m_VertexColor168_g58579 , m_VertexNormal168_g58579 ); float temp_output_112_0_g58579 = sin( ( _ColorShiftNoiseScale * PI ) ); float3 BaseColor136_g58579 = temp_output_134_0_g58579; float2 appendResult120_g58579 = (float2(( (0.3 + (( 1.0 - temp_output_112_0_g58579 ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) * BaseColor136_g58579.x ) , 0.0)); float2 RGB146_g58579 = appendResult120_g58579; float3 hsvTorgb122_g58579 = RGBToHSV( float3( RGB146_g58579 , 0.0 ) ); float VALUE219_g58579 = temp_output_112_0_g58579; float3 hsvTorgb126_g58579 = HSVToRGB( float3(( ( saturate( localColorShift_Modefloatswitch168_g58579 ) * _ColorShiftVariation ) + _ColorShiftVariationRGB + hsvTorgb122_g58579 ).x,( _ColorShiftSaturation * hsvTorgb122_g58579.y ),( hsvTorgb122_g58579.z + ( VALUE219_g58579 / 40 ) )) ); float2 uv_ColorShiftMaskMap = IN.ase_texcoord2.zw * _ColorShiftMaskMap_ST.xy + _ColorShiftMaskMap_ST.zw; float4 transform376_g58579 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord3.xyz , 0.0 )); float3 temp_output_337_0_g58579 = saturate( ( 1.0 - ( (( SAMPLE_TEXTURE2D( _ColorShiftMaskMap, sampler_MainTex, uv_ColorShiftMaskMap ) * transform376_g58579 )).rgb / max( _ColorShiftMaskFuzziness , 1E-05 ) ) ) ); float3 lerpResult314_g58579 = lerp( hsvTorgb126_g58579 , BaseColor136_g58579 , temp_output_337_0_g58579); float3 lerpResult311_g58579 = lerp( BaseColor136_g58579 , hsvTorgb126_g58579 , temp_output_337_0_g58579); float3 lerpResult389_g58579 = lerp( lerpResult314_g58579 , lerpResult311_g58579 , _ColorShiftMaskInverted); float3 lerpResult387_g58579 = lerp( hsvTorgb126_g58579 , lerpResult389_g58579 , _ColorShiftEnableMask); float3 lerpResult392_g58579 = lerp( temp_output_134_0_g58579 , lerpResult387_g58579 , _ColorShiftInfluence); float temp_output_402_0_g58579 = ( _ColorShiftEnable + ( ( _CATEGORY_COLORSHIFT + _SPACE_COLORSHIFT ) * 0.0 ) ); float3 lerpResult393_g58579 = lerp( temp_output_134_0_g58579 , lerpResult392_g58579 , temp_output_402_0_g58579); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); float3 BaseColor = lerpResult393_g58579; float Alpha = temp_output_98_0_g58616; float AlphaClipThreshold = _AlphaCutoffBias; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } 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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 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_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_VERT_TANGENT #define ASE_NEEDS_FRAG_WORLD_POSITION #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_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_BumpMap); SAMPLER(sampler_BumpMap); TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } float3 _NormalModefloat3switch( float m_switch, float3 m_Flip, float3 m_Mirror, float3 m_None ) { if(m_switch ==0) return m_Flip; else if(m_switch ==1) return m_Mirror; else if(m_switch ==2) return m_None; else return float3(0,0,0); } 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_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.tangentOS.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.ase_texcoord.xy; float2 m_UV180_g58645 = v.ase_texcoord1.xy; float2 m_UV280_g58645 = v.ase_texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord5.xy = vertexToFrag70_g58645; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord5.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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_color : COLOR; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord2; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * 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; #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 , bool ase_vface : SV_IsFrontFace ) : 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_g58645 = IN.ase_texcoord5.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 NORMAL_RGBA1382_g58570 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g58570 ); float3 unpack1891_g58570 = UnpackNormalScale( NORMAL_RGBA1382_g58570, _NormalStrength ); unpack1891_g58570.z = lerp( 1, unpack1891_g58570.z, saturate(_NormalStrength) ); float3 temp_output_24_0_g58586 = unpack1891_g58570; float temp_output_50_0_g58586 = _DoubleSidedNormalMode; float m_switch64_g58586 = temp_output_50_0_g58586; float3 m_Flip64_g58586 = float3(-1,-1,-1); float3 m_Mirror64_g58586 = float3(1,1,-1); float3 m_None64_g58586 = float3(1,1,1); float3 local_NormalModefloat3switch64_g58586 = _NormalModefloat3switch( m_switch64_g58586 , m_Flip64_g58586 , m_Mirror64_g58586 , m_None64_g58586 ); float3 switchResult58_g58586 = (((ase_vface>0)?(temp_output_24_0_g58586):(( temp_output_24_0_g58586 * local_NormalModefloat3switch64_g58586 )))); float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); float3 Normal = switchResult58_g58586; float Alpha = temp_output_98_0_g58616; float AlphaClipThreshold = _AlphaCutoffBias; #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 "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 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" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } 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); float m_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.ase_texcoord.xy; float2 m_UV180_g58645 = v.ase_texcoord1.xy; float2 m_UV280_g58645 = v.ase_texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord.xy = vertexToFrag70_g58645; o.ase_texcoord1.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; o.ase_texcoord1.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord2; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; #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; float2 vertexToFrag70_g58645 = IN.ase_texcoord.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 temp_output_95_0_g58620 = cross( ddy( ase_worldPos ) , ddx( ase_worldPos ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); surfaceDescription.Alpha = temp_output_98_0_g58616; surfaceDescription.AlphaClipThreshold = _AlphaCutoffBias; #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 ASE_TRANSMISSION 1 #define ASE_TRANSLUCENCY 1 #define _ALPHATEST_SHADOW_ON 1 #define _ALPHATEST_ON 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" #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _ColorShiftMaskMap_ST; half4 _TransmissionColor; half4 _BaseColor; half4 _TranslucencyColor; float4 _MainUVs; float4 _AlphaRemap; float _CATEGORY_COLORSHIFT; half _NormalStrength; half _DoubleSidedNormalMode; float _MetallicStrength; half _SmoothnessSource; float _AlphaRemapMin; half _SmoothnessStrength; half _ColorShiftEnable; half _SmoothnessFresnelScale; half _ColorShiftInfluence; half _SmoothnessFresnelPower; half _SmoothnessFresnelEnable; half _OcclusionStrengthAO; half _OcclusionSource; float _SPACE_COLORSHIFT; float _AlphaRemapMax; half _GlancingClipMode; half _ThicknessMapInverted; half _ThicknessStrength; half _ThicknessFeather; half _TranslucencyStrength; float _SPACE_TRANSMISSION; float _CATEGORY_TRANSLUCENCY; half _TransmissionEnable; half _ColorShiftEnableMask; half _TransmissionSource; half _TransmissionMaskStrength; half _TransmissionMaskFeather; half _TransmissionStrength; half _AlphaCutoffBiasShadow; half _AlphaCutoffBias; float _SPACE_ALPHACLIP; float _CATEGORY_ALPHACLIPPING; half _TransmissionMaskInverted; half _ColorShiftMaskInverted; float _SPACE_TRANSLUCENCY; half _TranslucencySource; half _WindEnableType; int _Cull; float _SPACE_TRANSLUCENCYASE; float _CATEGORY_TRANSLUCENCYASE; float _ASETransmissionShadow; float _ASETranslucencyStrength; float _ASETranslucencyNormalDistortion; half _WindGlobalIntensity; float _ASETranslucencyScattering; float _ASETranslucencyAmbient; float _ASETranslucencyShadow; float _CATEGORY_COLOR; float _SPACE_COLOR; float _SPACE_SURFACEINPUTS; float _CATEGORY_SURFACEINPUTS; float _CATEGORY_TRANSMISSION; float _ASETranslucencyDirect; half _WindLocalIntensity; half _WindEnableMode; half _WindLocalRandomOffset; half _ColorShiftSaturation; half _ColorShiftVariationRGB; half _ColorShiftVariation; half _ColorShiftWorldSpaceDistance; half _ColorShiftWorldSpaceOffset; half _ColorShiftWorldSpaceNoiseShift; half _ColorShiftNoiseScale; half _ColorShiftSource; half _Brightness; float _UVMode; float _SPACE_WIND; float _CATEGORY_WIND; half _WindEnable; half _WindLocalTurbulence; half _WindGlobalTurbulence; half _WindLocalDirection; half _WindLocalPulseFrequency; half _ColorShiftMaskFuzziness; half _TranslucencyEnable; #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 float _GlobalWindIntensity; float _GlobalWindRandomOffset; float _GlobalWindPulse; float _GlobalWindDirection; float _GlobalWindTurbulence; TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex); 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 DirectionalEquation( float _WindDirection ) { float d = _WindDirection * 0.0174532924; float xL = cos(d) + 1 / 2; float zL = sin(d) + 1 / 2; return float2(zL,xL); } float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy ) { if(m_switch ==0) return m_Leaf; else if(m_switch ==1) return m_Palm; else if(m_switch ==2) return m_Grass; else if(m_switch ==3) return m_Simple; else if(m_switch ==4) return m_Ivy; else return float3(0,0,0); } float2 float2switchUVMode80_g58645( 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); } 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); float m_switch2439_g58567 = _WindEnableType; float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz; float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity; float WIND_MODE2462_g58567 = _WindEnableMode; float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567); float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567; float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset; float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567); float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 )); float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z)); float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) ); float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) )); float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 ); float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 ); float GlobalWindPulse3177_g58567 = _GlobalWindPulse; float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567); float _WIND_PULSE2421_g58567 = lerpResult3152_g58567; float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 ); float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 ); float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 ); float GlobalWindDirection3175_g58567 = _GlobalWindDirection; float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567); float _WindDirection2249_g58567 = lerpResult3150_g58567; float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 ); float2 break2469_g58567 = localDirectionalEquation2249_g58567; float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x; float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567); float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567; float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y; float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567)); float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz ); float3 break2518_g58567 = VERTEX_POSITION2282_g58567; half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) ); float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence; float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567); float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567; float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z)); float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567; float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567; float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 ); float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567; float3 break2486_g58567 = VERTEX_POSITION2282_g58567; float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) ); float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567); float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567); float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 ))); float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567; float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567; float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567; float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 ); float3 break2708_g58567 = VERTEX_POSITION2282_g58567; float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 break2718_g58567 = ase_worldPos; float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 ); float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 ); float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 ))); float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z)); float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 ); float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) ); float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567; float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 ); float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) )); float3 temp_output_1234_0_g58570 = lerpResult3142_g58567; float m_switch80_g58645 = _UVMode; float2 m_UV080_g58645 = v.ase_texcoord.xy; float2 m_UV180_g58645 = v.ase_texcoord1.xy; float2 m_UV280_g58645 = v.ase_texcoord2.xy; float2 m_UV380_g58645 = v.ase_texcoord3.xy; float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 ); float2 temp_output_1955_0_g58570 = (_MainUVs).xy; float2 temp_output_1953_0_g58570 = (_MainUVs).zw; float2 Offset235_g58645 = temp_output_1953_0_g58570; float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 ); float2 vertexToFrag70_g58645 = temp_output_41_0_g58645; o.ase_texcoord.xy = vertexToFrag70_g58645; o.ase_texcoord1.xyz = ase_worldPos; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord.zw = 0; o.ase_texcoord1.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = temp_output_1234_0_g58570; #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; float4 ase_color : COLOR; float4 ase_tangent : TANGENT; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; 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_color = v.ase_color; o.ase_tangent = v.ase_tangent; o.ase_texcoord = v.ase_texcoord; o.ase_texcoord1 = v.ase_texcoord1; o.ase_texcoord2 = v.ase_texcoord2; o.ase_texcoord3 = v.ase_texcoord3; return o; } TessellationFactors TessellationFunction (InputPatch 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 patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] VertexOutput DomainFunction(TessellationFactors factors, OutputPatch 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_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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; #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; float2 vertexToFrag70_g58645 = IN.ase_texcoord.xy; float2 UV213_g58570 = vertexToFrag70_g58645; float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 ); float temp_output_22_0_g58616 = tex2DNode2048_g58570.a; float temp_output_22_0_g58618 = temp_output_22_0_g58616; float3 ase_worldPos = IN.ase_texcoord1.xyz; float3 temp_output_95_0_g58620 = cross( ddy( ase_worldPos ) , ddx( ase_worldPos ) ); float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = SafeNormalize( ase_worldViewDir ); float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir ); float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) ); #ifdef UNITY_PASS_SHADOWCASTER float staticSwitch281_g58616 = 1.0; #else float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) ); #endif float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) )); float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 ); surfaceDescription.Alpha = temp_output_98_0_g58616; surfaceDescription.AlphaClipThreshold = _AlphaCutoffBias; #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 } /*ASEBEGIN Version=19303 Node;AmplifyShaderEditor.CommentaryNode;2909;-4409.182,-4285.391;Inherit;False;327.9829;621.4482;TRANSLUCENCY ASE;7;2912;2913;2914;2915;2916;2917;2918;;0,0,0,1;0;0 Node;AmplifyShaderEditor.FunctionNode;2871;-4640,-3584;Inherit;False;DESF Weather 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