// Made with Amplify Shader Editor v1.9.3.3 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "ALP/Water Gestner Waves" { Properties { [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector][Enum(Front,2,Back,1,Both,0)]_Cull("Render Face", Int) = 2 [DE_DrawerCategory(COLOR WATER LAYERS,true,_WaterShorelineTint,0,0)]_CATEGORY_COLORWATERLAYERS("CATEGORY_COLOR WATER LAYERS", Float) = 1 [HDR]_WaterShorelineTint("Shoreline Tint", Color) = (0.2784314,0.4235294,0.4431373,1) _WaterShorelineDepth("Shoreline Depth", Range( 0 , 100)) = 40 _WaterShorelineOffset("Shoreline Offset", Range( -1 , 1)) = 0.1 [HDR]_WaterMidwaterTint("Midwater Tint", Color) = (0.1490196,0.4235294,0.4705882,1) [HDR]_WaterDepthTint("Depth Tint", Color) = (0.1960784,0.4313726,0.509804,1) _WaterDepthOffset("Depth Offset", Range( 0 , 10)) = 2 [DE_DrawerSpace(10)]_SPACE_COLORWATERLAYERS("SPACE_COLOR WATER LAYERS", Float) = 0 [DE_DrawerCategory(OPACITY,true,_WaterOpacity,0,0)]_CATEGORY_OPACITY("CATEGORY_OPACITY", Float) = 1 _WaterOpacity("Opacity", Range( 0.001 , 1)) = 0.05 _WaterOpacityShoreline("Opacity Shoreline", Range( 0 , 5)) = 1 [DE_DrawerSpace(10)]_SPACE_OPACITY("SPACE_OPACITY", Float) = 0 [DE_DrawerCategory(FOAM SHORELINE,true,_FoamShorelineEnable,0,0)]_CATEGORY_FOAMSHORELINE("CATEGORY_FOAMSHORELINE", Float) = 0 [DE_DrawerToggleLeft]_FoamShorelineEnable("ENABLE FOAM", Float) = 1 [HDR][Header(Foam)]_FoamShorelineColor("Foam Color", Color) = (1,1,1,0) [DE_DrawerTextureSingleLine]_FoamShorelineMap("Foam Map", 2D) = "black" {} [DE_DrawerTilingOffset]_FoamShorelineUVs("Foam UVs", Vector) = (50,50,0,0) _FoamShorelineStrength("Foam Strength", Range( 0 , 5)) = 1 [HDR][Header(Foam Detail)]_FoamShorelineDetailColor("Foam Color", Color) = (1,1,1,0) [DE_DrawerTextureSingleLine]_FoamShorelineMapDetail("Foam Detail Map", 2D) = "black" {} [DE_DrawerTilingOffset]_FoamShorelineUVsDetail("Foam UVs", Vector) = (0.25,0.25,2,2) _FoamShorelineSpeed("Foam Speed", Float) = 0.001 _FoamShorelineDistance("Foam Distance", Float) = 5 _FoamShorelineDetailStrength("Foam Strength", Range( 0 , 5)) = 1 [DE_DrawerSpace(10)]_SPACE_FOAMOFFSHORE("SPACE_FOAMOFFSHORE", Float) = 0 [DE_DrawerCategory(FOAM OFFSHORE,true,_FoamOffshoreEnable,0,0)]_CATEGORY_FOAMOFFSHORE("CATEGORY_FOAMOFFSHORE", Float) = 0 [DE_DrawerToggleLeft]_FoamOffshoreEnable("ENABLE FOAM", Float) = 1 [HDR][Header(Foam)]_FoamOffshoreColor("Foam Color", Color) = (1,1,1,0) [DE_DrawerTextureSingleLine]_FoamOffshoreMap("Foam Map", 2D) = "black" {} [DE_DrawerTilingOffset]_FoamOffshoreUVs("Foam UVs", Vector) = (50,50,0,0) _FoamOffshoreStrength("Foam Strength", Range( 0 , 5)) = 1 [HDR][Header(Foam Detail)]_FoamOffshoreDetailColor("Foam Color", Color) = (1,1,1,0) [DE_DrawerTextureSingleLine]_FoamOffshoreMapDetail("Foam Detail Map", 2D) = "black" {} [DE_DrawerTilingOffset]_FoamOffshoreUVsDetail("Foam UVs", Vector) = (0.25,0.25,0,0) _FoamOffshoreSpeed("Foam Speed", Float) = 0.001 _FoamOffshoreDistance("Foam Distance", Float) = 55 _FoamOffshoreEdge("Foam Edge", Float) = 10 _FoamOffshoreDetailStrength("Foam Strength", Range( 0 , 5)) = 1 [DE_DrawerSpace(10)]_SPACE_FOAMSHORELINE("SPACE_FOAMSHORELINE", Float) = 0 [DE_DrawerCategory(NORMAL RIPPLE,true,_WaterNormalEnable,0,0)]_CATEGORY_NORMALRIPPLE("CATEGORY_NORMAL RIPPLE", Float) = 0 [DE_DrawerToggleLeft]_WaterNormalEnable("ENABLE NORMAL MAP", Float) = 1 [Normal][DE_DrawerTextureSingleLine]_WaterNormalMap("Normal Map", 2D) = "bump" {} _WaterNormalStrength("Normal Strength", Float) = 0.1 [Header(Scale)]_WaterNormalScaleX("Normal Scale X", Float) = 0.45 _WaterNormalScaleY("Normal Scale Y", Float) = 0.35 _WaterNormalScaleZ("Normal Scale Z", Float) = 0.17 _WaterNormalScaleW("Normal Scale W", Float) = 0.4 [Header(Speed)]_WaterNormalSpeedX("Normal Speed X", Float) = -0.12 _WaterNormalSpeedY("Normal Speed Y", Float) = 0.02 _WaterNormalSpeedZ("Normal Speed Z", Float) = -0.1 _WaterNormalSpeedW("Normal Speed W", Float) = -0.1 [DE_DrawerSpace(10)]_SPACE_NORMALRIPPLE("SPACE_NORMAL RIPPLE", Float) = 0 [DE_DrawerCategory(SMOOTHNESS,true,_WaterSmoothnessStrength,0,0)]_CATEGORY_SMOOTHNESS("CATEGORY_SMOOTHNESS", Float) = 1 _WaterSmoothnessStrength("Smoothness Strength", Range( 0 , 2.5)) = 1 [DE_DrawerSpace(10)]_SPACE_SMOOTHNESS("SPACE_SMOOTHNESS", Float) = 0 [DE_DrawerCategory(SPECULAR,true,_WaterSpecularEnable,0,0)]_CATEGORY_SPECULAR("CATEGORY_SPECULAR", Float) = 0 [DE_DrawerToggleLeft]_WaterSpecularEnable("ENABLE SPECULAR", Float) = 0 [HDR]_WaterSpecularColor("Specular Color", Color) = (0.08865561,0.1301365,0.1946179,1) _WaterSpecularPower("Specular Power", Range( 0 , 1)) = 0 _WaterSpecularStrengthDielectricIOR("Specular Strength Dielectric IOR", Range( 1 , 2.5)) = 1.1 _WaterSpecularWrapScale("Specular Wrap Scale", Range( 0 , 5)) = 0.85 _WaterSpecularWrapOffset("Specular Wrap Offset", Range( 0 , 3)) = 0 [DE_DrawerSpace(10)]_SPACE_SPECULAR("SPACE_SPECULAR", Float) = 0 [DE_DrawerCategory(REFRACTION,true,_WaterRefractionScale,0,0)]_CATEGORY_REFRACTION("CATEGORY_REFRACTION", Float) = 0 _WaterRefractionScale("Refraction Scale", Range( 0 , 1)) = 0.2 [DE_DrawerSpace(10)]_SPACE_REFRACTION("SPACE_REFRACTION", Float) = 0 [DE_DrawerCategory(REFLECTION,true,_WaterReflectionEnable,0,0)]_CATEGORY_REFLECTION("CATEGORY_REFLECTION", Float) = 0 [DE_DrawerToggleLeft]_WaterReflectionEnable("ENABLE REFLECTION", Float) = 0 [DE_DrawerFloatEnum(CubeMap _Probe)]_WaterReflectionType("Reflection Type", Float) = 0 [HDR][DE_DrawerTextureSingleLine]_WaterReflectionCubemap("Reflection Cubemap", CUBE) = "white" {} _WaterReflectionCloud("Reflection Cloud", Range( 0 , 1)) = 1 _WaterReflectionWobble("Reflection Wobble", Range( 0 , 0.1)) = 0 _WaterReflectionSmoothness("Reflection Smoothness", Range( 0 , 2)) = 2 _WaterReflectionProbeDetailURP("Reflection Probe Detail", Float) = 0 _WaterReflectionBumpStrength("Reflection Bump Strength", Range( 0 , 1)) = 0.05 _WaterReflectionBumpScale("Reflection Bump Scale", Range( 0 , 1)) = 0.05 _WaterReflectionBumpClamp("Reflection Bump Clamp", Range( 0 , 0.15)) = 0.15 [DE_DrawerToggleNoKeyword]_WaterReflectionEnableFresnel("Enable Fresnel", Float) = 0 _WaterReflectionFresnelStrength("Fresnel Strength", Range( 0.001 , 1)) = 0.15 _WaterReflectionFresnelBias("Fresnel Bias", Range( 0 , 1)) = 1 _WaterReflectionFresnelScale("Fresnel Scale", Range( 0 , 1)) = 0.5 [DE_DrawerSpace(10)]_SPACE_REFLECTION("SPACE_REFLECTION", Float) = 0 [DE_DrawerCategory(WAVES GERSTNER,true,_WaveGerstnerEnable,0,0)]_CATEGORY_WAVESGERSTNER("CATEGORY_WAVESGERSTNER", Float) = 0 [DE_DrawerToggleLeft]_WaveGerstnerEnable("ENABLE WAVES", Float) = 0 [Header(Wave 01)][DE_DrawerToggleLeft]_WaveGerstner01Enable("Enable Wave 01", Float) = 1 _WaveGerstner01Direction("Wave 01 Direction", Vector) = (-0.2,0,-0.7,0) _WaveGerstner01Speed("Wave 01 Speed", Float) = 0.5 _WaveGerstner01Length("Wave 01 Length", Float) = 2.5 _WaveGerstner01Height("Wave 01 Height", Float) = 0.075 _WaveGerstner01PeakSharpness("Wave 01 Peak Sharpness", Float) = 0.3 [Header(Wave 02)][DE_DrawerToggleLeft]_WaveGerstner02Enable("Enable Wave 02", Float) = 1 _WaveGerstner02Direction("Wave 02 Direction", Vector) = (-1,0,0,0) _WaveGerstner02Speed("Wave 02 Speed", Float) = 0.5 _WaveGerstner02Length("Wave 02 Length", Float) = 3 _WaveGerstner02Height("Wave 02 Height", Float) = 0.05 _WaveGerstner02PeakSharpness("Wave 02 Peak Sharpness", Float) = 0.3 [Header(Wave 03)][DE_DrawerToggleLeft]_WaveGerstner03Enable("Enable Wave 03", Float) = 1 _WaveGerstner03Direction("Wave 03 Direction", Vector) = (-0.5,0,0.5,0) _WaveGerstner03Speed("Wave 03 Speed", Float) = 0.5 _WaveGerstner03Length("Wave 03 Length", Float) = 1.8 _WaveGerstner03Height("Wave 03 Height", Float) = 0.04 _WaveGerstner03PeakSharpness("Wave 03 Peak Sharpness", Float) = 0.4 [Header(Wave 04)][DE_DrawerToggleLeft]_WaveGerstner04Enable("Enable Wave 04", Float) = 1 _WaveGerstner04Direction("Wave 04 Direction", Vector) = (-0.4,0,0.4,0) _WaveGerstner04Speed("Wave 04 Speed", Float) = 0.5 _WaveGerstner04Length("Wave 04 Length", Float) = 1.8 _WaveGerstner04Height("Wave 04 Height", Float) = 0.04 _WaveGerstner04PeakSharpness("Wave 04 Peak Sharpness", Float) = 0.4 [DE_DrawerToggleLeft][Space(10)]_WaveGerstnerEdgeFadeEnable("ENABLE EDGE FADE", Float) = 1 _WaveGerstnerEdgeFadeRange("Edge Fade Range", Range( 0 , 250)) = 50 [DE_DrawerSpace(10)]_SPACE_WAVESGERSTNER("SPACE_WAVESGERSTNER", Float) = 0 [DE_DrawerCategory(TESSELLATION,true,_TessellationStrength,0,0)]_CATEGORY_TESSELLATION("CATEGORY_TESSELLATION", Float) = 1 _TessellationStrength("Tessellation Strength", Range( 0.001 , 100)) = 6 _TessellationPhong("Tessellation Phong", Range( 0 , 1)) = 0.5 _TessellationDistanceMin("Tessellation Distance Min", Float) = 0 _TessellationDistanceMax("Tessellation Distance Max ", Float) = 5 [DE_DrawerSpace(10)]_SPACE_TESSELLATION("SPACE_TESSELLATION", Float) = 0 //_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5 //_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1 //_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5 //_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2 //_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9 //_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1 //_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5 //_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "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"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" } Cull [_Cull] ZWrite Off ZTest LEqual Offset 0 , 0 AlphaToMask Off HLSLINCLUDE #pragma target 4.6 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForward" } Blend SrcAlpha OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #pragma shader_feature_local_fragment _SPECULAR_SETUP #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_NORMAL #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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 float3 ase_normal : NORMAL; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); TEXTURE2D(_FoamShorelineMap); SAMPLER(sampler_FoamShorelineMap); TEXTURE2D(_FoamShorelineMapDetail); SAMPLER(sampler_FoamShorelineMapDetail); TEXTURE2D(_FoamOffshoreMap); SAMPLER(sampler_FoamOffshoreMap); TEXTURE2D(_FoamOffshoreMapDetail); SAMPLER(sampler_FoamOffshoreMapDetail); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 0; } float3 ASESafeNormalize(float3 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); float4 appendResult3363_g61884 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0)); float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord8.x = eyeDepth; o.ase_normal = v.normalOS; o.ase_texcoord8.yz = v.texcoord.xy; o.ase_texcoord9 = v.positionOS; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord8.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; v.tangentOS = appendResult3363_g61884; 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; 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; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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; #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 = _TessellationPhong; 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 ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord8.x; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord8.yz ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 worldRefl88_g61902 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * WorldViewDirection.x + tanToWorld1 * WorldViewDirection.y + tanToWorld2 * WorldViewDirection.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( WorldNormal, WorldViewDirection ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb; float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw ); float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z)); float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW)); float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 ); float4 UVRipples2543_g61884 = temp_output_2088_0_g61884; float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 ); float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed ); float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord9.xyz) ); float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) ); float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884); float3 FoamShoreline2343_g61884 = lerpResult2381_g61884; float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) )); float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw ); float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 ); float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed ); float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * ScreenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * ScreenPos.w ) ) ); float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884); float3 FoamOffshore2978_g61884 = lerpResult2931_g61884; float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) )); float4 appendResult2874_g61884 = (float4(_WaterNormalSpeedX , _WaterNormalSpeedY , _WaterNormalSpeedZ , _WaterNormalSpeedW)); float4 temp_output_2093_0_g61884 = ( temp_output_2088_0_g61884 + ( _TimeParameters.x * appendResult2874_g61884 ) ); float3 unpack2097_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).xy ), _WaterNormalStrength ); unpack2097_g61884.z = lerp( 1, unpack2097_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2097_g61884 = unpack2097_g61884; float3 unpack2098_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).zw ), _WaterNormalStrength ); unpack2098_g61884.z = lerp( 1, unpack2098_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2098_g61884 = unpack2098_g61884; float4 temp_output_2107_0_g61884 = ( temp_output_2093_0_g61884 * float4( 0.17,0.19,-0.13,0.23 ) ); float3 unpack2104_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).xy ), _WaterNormalStrength ); unpack2104_g61884.z = lerp( 1, unpack2104_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2104_g61884 = unpack2104_g61884; float3 unpack2105_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).zw ), _WaterNormalStrength ); unpack2105_g61884.z = lerp( 1, unpack2105_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2105_g61884 = unpack2105_g61884; float3 temp_output_3496_0_g61884 = BlendNormal( BlendNormal( tex2DNode2097_g61884 , tex2DNode2098_g61884 ) , BlendNormal( tex2DNode2104_g61884 , tex2DNode2105_g61884 ) ); float3 break2345_g61884 = temp_output_3496_0_g61884; float3 appendResult2346_g61884 = (float3(break2345_g61884.x , break2345_g61884.y , ( break2345_g61884.z + 0.001 ))); float3 lerpResult2863_g61884 = lerp( float3(0,0,1) , appendResult2346_g61884 , ( _WaterNormalEnable + ( ( _CATEGORY_NORMALRIPPLE + _SPACE_NORMALRIPPLE ) * 0.0 ) )); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ); float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float3 temp_output_95_0_g61898 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult99_g61898 = ASESafeNormalize( temp_output_95_0_g61898 ); float3 normalizeResult3457_g61884 = normalize( ( WorldViewDirection + _MainLightPosition.xyz ) ); float dotResult3230_g61884 = dot( normalizeResult99_g61898 , normalizeResult3457_g61884 ); float temp_output_3475_0_g61884 = (max( saturate( dotResult3230_g61884 ) , 0.0 )*_WaterSpecularWrapScale + _WaterSpecularWrapOffset); float saferPower3427_g61884 = abs( temp_output_3475_0_g61884 ); float3 lerpResult3436_g61884 = lerp( float3(0,0,0) , saturate( ( ( (_WaterSpecularColor).rgb * ( ase_lightColor.rgb * max( ase_lightColor.a , 0.0 ) ) ) * ( ( pow( saferPower3427_g61884 , _WaterSpecularPower ) * 15.0 ) * ( pow( ( _WaterSpecularStrengthDielectricIOR - 1.0 ) , 2.0 ) / pow( ( _WaterSpecularStrengthDielectricIOR + 1.0 ) , 2.0 ) ) ) ) ) , ( _WaterSpecularEnable + ( ( _CATEGORY_SPECULAR + _SPACE_SPECULAR ) * 0.0 ) )); float3 _Vector3 = float3(0,0,1); float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float3 WaveDirection429_g61886 = normalizeResult407_g61886; float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float3 WaveDirection429_g61891 = normalizeResult407_g61891; float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float3 WaveDirection429_g61890 = normalizeResult407_g61890; float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float3 WaveDirection429_g61894 = normalizeResult407_g61894; float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , WorldPosition ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3398_g61884 = lerp( IN.ase_normal , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1996_g61884 = lerp( IN.ase_normal , lerpResult3397_g61884 , temp_output_1991_0_g61884); float3 VertexNormal3185_g61884 = lerpResult1996_g61884; float3 tanNormal3180_g61884 = VertexNormal3185_g61884; float3 worldNormal3180_g61884 = float3(dot(tanToWorld0,tanNormal3180_g61884), dot(tanToWorld1,tanNormal3180_g61884), dot(tanToWorld2,tanNormal3180_g61884)); float3 temp_output_3171_0_g61884 = ddx( worldNormal3180_g61884 ); float dotResult3173_g61884 = dot( temp_output_3171_0_g61884 , temp_output_3171_0_g61884 ); float3 temp_output_3170_0_g61884 = ddy( worldNormal3180_g61884 ); float dotResult3172_g61884 = dot( temp_output_3170_0_g61884 , temp_output_3170_0_g61884 ); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); float3 BaseColor = lerpResult2984_g61884; float3 Normal = lerpResult2863_g61884; float3 Emission = 0; float3 Specular = lerpResult3436_g61884; float Metallic = 0; float Smoothness = saturate( ( ( _WaterSmoothnessStrength + ( ( _CATEGORY_SMOOTHNESS + _SPACE_SMOOTHNESS ) * 0.0 ) ) - min( ( ( dotResult3173_g61884 + dotResult3172_g61884 ) * 30.0 ) , 0.5 ) ) ); float Occlusion = 1; float Alpha = clampResult3169_g61884; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _CLEARCOAT float CoatMask = 0; float CoatSmoothness = 0; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal)); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); #else inputData.normalWS = WorldNormal; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = ShadowCoords; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif #ifdef ASE_FOG inputData.fogCoord = IN.fogFactorAndVertexLight.x; #endif inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS); #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif SurfaceData surfaceData; surfaceData.albedo = BaseColor; surfaceData.metallic = saturate(Metallic); surfaceData.specular = Specular; surfaceData.smoothness = saturate(Smoothness), surfaceData.occlusion = Occlusion, surfaceData.emission = Emission, surfaceData.alpha = saturate(Alpha); surfaceData.normalTS = Normal; surfaceData.clearCoatMask = 0; surfaceData.clearCoatSmoothness = 1; #ifdef _CLEARCOAT surfaceData.clearCoatMask = saturate(CoatMask); surfaceData.clearCoatSmoothness = saturate(CoatSmoothness); #endif #ifdef _DBUFFER ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData); #endif half4 color = UniversalFragmentPBR( inputData, surfaceData); #ifdef ASE_TRANSMISSION { float shadow = _TransmissionShadow; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission; color.rgb += BaseColor * mainTransmission; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission; color.rgb += BaseColor * transmission; } #endif } #endif #ifdef ASE_TRANSLUCENCY { float shadow = _TransShadow; float normal = _TransNormal; float scattering = _TransScattering; float direct = _TransDirect; float ambient = _TransAmbient; float strength = _TransStrength; Light mainLight = GetMainLight( inputData.shadowCoord ); float3 mainAtten = mainLight.color * mainLight.distanceAttenuation; mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow ); half3 mainLightDir = mainLight.direction + inputData.normalWS * normal; half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering ); half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += BaseColor * mainTranslucency * strength; #ifdef _ADDITIONAL_LIGHTS int transPixelLightCount = GetAdditionalLightsCount(); for (int i = 0; i < transPixelLightCount; ++i) { Light light = GetAdditionalLight(i, inputData.positionWS); float3 atten = light.color * light.distanceAttenuation; atten = lerp( atten, atten * light.shadowAttenuation, shadow ); half3 lightDir = light.direction + inputData.normalWS * normal; half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering ); half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency; color.rgb += BaseColor * translucency * strength; } #endif } #endif #ifdef ASE_REFRACTION float4 projScreenPos = ScreenPos / ScreenPos.w; float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) ); projScreenPos.xy += refractionOffset.xy; float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor; color.rgb = lerp( refraction, color.rgb, color.a ); color.a = 1; #endif #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x ); #else color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return color; } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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_SCREEN_POSITION #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_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; 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 float3 ase_normal : NORMAL; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord3.x = eyeDepth; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord4.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord5.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord6.xyz = ase_worldBitangent; o.ase_normal = v.normalOS; o.ase_texcoord3.yz = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; o.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; 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_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 = _TessellationPhong; 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 ); 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 float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord3.x; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord3.yz ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 ase_worldTangent = IN.ase_texcoord4.xyz; float3 ase_worldNormal = IN.ase_texcoord5.xyz; float3 ase_worldBitangent = IN.ase_texcoord6.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); float Alpha = clampResult3169_g61884; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "Meta" Tags { "LightMode"="Meta" } Cull Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #pragma shader_feature_local_fragment _SPECULAR_SETUP #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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 struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord0 : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; float4 ase_tangent : TANGENT; 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; float3 ase_normal : NORMAL; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); TEXTURE2D(_FoamShorelineMap); SAMPLER(sampler_FoamShorelineMap); TEXTURE2D(_FoamShorelineMapDetail); SAMPLER(sampler_FoamShorelineMapDetail); TEXTURE2D(_FoamOffshoreMap); SAMPLER(sampler_FoamOffshoreMap); TEXTURE2D(_FoamOffshoreMapDetail); SAMPLER(sampler_FoamOffshoreMapDetail); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); o.ase_texcoord4 = screenPos; float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord5.x = eyeDepth; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord6.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord7.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord8.xyz = ase_worldBitangent; o.ase_normal = v.normalOS; o.ase_texcoord5.yz = v.texcoord0.xy; o.ase_texcoord9 = v.positionOS; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord5.w = 0; o.ase_texcoord6.w = 0; o.ase_texcoord7.w = 0; o.ase_texcoord8.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; 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_tangent : TANGENT; 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_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 = _TessellationPhong; 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 , 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 ); #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 float4 screenPos = IN.ase_texcoord4; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord5.x; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord5.yz ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 ase_worldTangent = IN.ase_texcoord6.xyz; float3 ase_worldNormal = IN.ase_texcoord7.xyz; float3 ase_worldBitangent = IN.ase_texcoord8.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb; float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord5.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw ); float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z)); float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW)); float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 ); float4 UVRipples2543_g61884 = temp_output_2088_0_g61884; float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 ); float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed ); float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord9.xyz) ); float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) ); float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884); float3 FoamShoreline2343_g61884 = lerpResult2381_g61884; float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) )); float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord5.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw ); float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 ); float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed ); float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * screenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * screenPos.w ) ) ); float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884); float3 FoamOffshore2978_g61884 = lerpResult2931_g61884; float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) )); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); float3 BaseColor = lerpResult2984_g61884; float3 Emission = 0; float Alpha = clampResult3169_g61884; float AlphaClipThreshold = 0.5; #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif MetaInput metaInput = (MetaInput)0; metaInput.Albedo = BaseColor; metaInput.Emission = Emission; #ifdef EDITOR_VISUALIZATION metaInput.VizUV = IN.VizUV.xy; metaInput.LightCoord = IN.LightCoord; #endif return UnityMetaFragment(metaInput); } ENDHLSL } Pass { Name "Universal2D" Tags { "LightMode"="Universal2D" } Blend SrcAlpha OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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 struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; 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; float3 ase_normal : NORMAL; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; float4 ase_texcoord7 : TEXCOORD7; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); TEXTURE2D(_FoamShorelineMap); SAMPLER(sampler_FoamShorelineMap); TEXTURE2D(_FoamShorelineMapDetail); SAMPLER(sampler_FoamShorelineMapDetail); TEXTURE2D(_FoamOffshoreMap); SAMPLER(sampler_FoamOffshoreMap); TEXTURE2D(_FoamOffshoreMapDetail); SAMPLER(sampler_FoamOffshoreMapDetail); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 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 ); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); o.ase_texcoord2 = screenPos; float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord3.x = eyeDepth; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord4.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord5.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord6.xyz = ase_worldBitangent; o.ase_normal = v.normalOS; o.ase_texcoord3.yz = v.ase_texcoord.xy; o.ase_texcoord7 = v.positionOS; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; o.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 = _TessellationPhong; 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 , 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 ); #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 float4 screenPos = IN.ase_texcoord2; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord3.x; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord3.yz ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 ase_worldTangent = IN.ase_texcoord4.xyz; float3 ase_worldNormal = IN.ase_texcoord5.xyz; float3 ase_worldBitangent = IN.ase_texcoord6.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb; float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord3.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw ); float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z)); float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW)); float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 ); float4 UVRipples2543_g61884 = temp_output_2088_0_g61884; float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 ); float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed ); float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord7.xyz) ); float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) ); float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884); float3 FoamShoreline2343_g61884 = lerpResult2381_g61884; float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) )); float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord3.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw ); float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 ); float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed ); float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * screenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * screenPos.w ) ) ); float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884); float3 FoamOffshore2978_g61884 = lerpResult2931_g61884; float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) )); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); float3 BaseColor = lerpResult2984_g61884; float Alpha = clampResult3169_g61884; float AlphaClipThreshold = 0.5; half4 color = half4(BaseColor, Alpha ); #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif return color; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormals" } ZWrite On Blend One Zero ZTest LEqual ZWrite On HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_VERT_TANGENT #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; 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 float3 ase_normal : NORMAL; float4 ase_texcoord5 : TEXCOORD5; float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #ifdef ASE_TRANSMISSION float _TransmissionShadow; #endif #ifdef ASE_TRANSLUCENCY float _TransStrength; float _TransNormal; float _TransScattering; float _TransDirect; float _TransAmbient; float _TransShadow; #endif #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END #ifdef SCENEPICKINGPASS float4 _SelectionID; #endif #ifdef SCENESELECTIONPASS int _ObjectId; int _PassValue; #endif TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); TEXTURECUBE(_WaterReflectionCubemap); SAMPLER(sampler_WaterReflectionCubemap); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); float4 appendResult3363_g61884 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0)); float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord5.x = eyeDepth; float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); float3 ase_worldTangent = TransformObjectToWorldDir(v.tangentOS.xyz); float ase_vertexTangentSign = v.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord6.xyz = ase_worldBitangent; o.ase_normal = v.normalOS; o.ase_texcoord5.yz = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord5.w = 0; o.ase_texcoord6.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; v.tangentOS = appendResult3363_g61884; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); float3 normalWS = TransformObjectToWorldNormal( v.normalOS ); float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) o.positionWS = vertexInput.positionWS; #endif o.worldNormal = normalWS; o.worldTangent = tangentWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.tangentOS = v.tangentOS; o.ase_texcoord = v.ase_texcoord; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS)); float phongStrength = _TessellationPhong; 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 float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z)); float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW)); float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 ); float4 appendResult2874_g61884 = (float4(_WaterNormalSpeedX , _WaterNormalSpeedY , _WaterNormalSpeedZ , _WaterNormalSpeedW)); float4 temp_output_2093_0_g61884 = ( temp_output_2088_0_g61884 + ( _TimeParameters.x * appendResult2874_g61884 ) ); float3 unpack2097_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).xy ), _WaterNormalStrength ); unpack2097_g61884.z = lerp( 1, unpack2097_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2097_g61884 = unpack2097_g61884; float3 unpack2098_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).zw ), _WaterNormalStrength ); unpack2098_g61884.z = lerp( 1, unpack2098_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2098_g61884 = unpack2098_g61884; float4 temp_output_2107_0_g61884 = ( temp_output_2093_0_g61884 * float4( 0.17,0.19,-0.13,0.23 ) ); float3 unpack2104_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).xy ), _WaterNormalStrength ); unpack2104_g61884.z = lerp( 1, unpack2104_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2104_g61884 = unpack2104_g61884; float3 unpack2105_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).zw ), _WaterNormalStrength ); unpack2105_g61884.z = lerp( 1, unpack2105_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2105_g61884 = unpack2105_g61884; float3 temp_output_3496_0_g61884 = BlendNormal( BlendNormal( tex2DNode2097_g61884 , tex2DNode2098_g61884 ) , BlendNormal( tex2DNode2104_g61884 , tex2DNode2105_g61884 ) ); float3 break2345_g61884 = temp_output_3496_0_g61884; float3 appendResult2346_g61884 = (float3(break2345_g61884.x , break2345_g61884.y , ( break2345_g61884.z + 0.001 ))); float3 lerpResult2863_g61884 = lerp( float3(0,0,1) , appendResult2346_g61884 , ( _WaterNormalEnable + ( ( _CATEGORY_NORMALRIPPLE + _SPACE_NORMALRIPPLE ) * 0.0 ) )); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord5.x; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord5.yz ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 ase_worldBitangent = IN.ase_texcoord6.xyz; float3 tanToWorld0 = float3( WorldTangent.xyz.x, ase_worldBitangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.xyz.y, ase_worldBitangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.xyz.z, ase_worldBitangent.z, WorldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( WorldNormal, ase_worldViewDir ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); float3 Normal = lerpResult2863_g61884; float Alpha = clampResult3169_g61884; float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); return half4(packedNormalWS, 0.0); #else #if defined(_NORMALMAP) #if _NORMAL_DROPOFF_TS float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz); float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz)); #elif _NORMAL_DROPOFF_OS float3 normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS float3 normalWS = Normal; #endif #else float3 normalWS = WorldNormal; #endif return half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif } ENDHLSL } Pass { Name "GBuffer" Tags { "LightMode"="UniversalGBuffer" } Blend SrcAlpha OneMinusSrcAlpha ZWrite On ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #pragma multi_compile_fragment _ LOD_FADE_CROSSFADE #pragma multi_compile_fog #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #pragma shader_feature_local_fragment _SPECULAR_SETUP #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #define ASE_USING_SAMPLING_MACROS 1 #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF #pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF #pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN #pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING #pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION #pragma multi_compile_fragment _ _SHADOWS_SOFT #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile_fragment _ _LIGHT_LAYERS #pragma multi_compile_fragment _ _RENDER_PASS_ENABLED #pragma multi_compile _ LIGHTMAP_SHADOW_MIXING #pragma multi_compile _ SHADOWS_SHADOWMASK #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_GBUFFER #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) #define ENABLE_TERRAIN_PERPIXEL_NORMAL #endif #define ASE_NEEDS_VERT_POSITION #define ASE_NEEDS_VERT_NORMAL #define ASE_NEEDS_FRAG_SCREEN_POSITION #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_WORLD_TANGENT #define ASE_NEEDS_FRAG_WORLD_NORMAL #define ASE_NEEDS_FRAG_WORLD_BITANGENT #define ASE_NEEDS_FRAG_WORLD_VIEW_DIR #define ASE_NEEDS_FRAG_NORMAL #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct VertexInput { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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 float3 ase_normal : NORMAL; float4 ase_texcoord8 : TEXCOORD8; float4 ase_texcoord9 : TEXCOORD9; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); TEXTURE2D(_FoamShorelineMap); SAMPLER(sampler_FoamShorelineMap); TEXTURE2D(_FoamShorelineMapDetail); SAMPLER(sampler_FoamShorelineMapDetail); TEXTURE2D(_FoamOffshoreMap); SAMPLER(sampler_FoamOffshoreMap); TEXTURE2D(_FoamOffshoreMapDetail); SAMPLER(sampler_FoamOffshoreMapDetail); #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl" float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 0; } float3 ASESafeNormalize(float3 inVec) { float dp3 = max(1.175494351e-38, dot(inVec, inVec)); return inVec* rsqrt(dp3); } 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); float4 appendResult3363_g61884 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0)); float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord8.x = eyeDepth; o.ase_normal = v.normalOS; o.ase_texcoord8.yz = v.texcoord.xy; o.ase_texcoord9 = v.positionOS; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord8.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; v.tangentOS = appendResult3363_g61884; VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz ); VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS ); o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x); o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y); o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy); #endif #if defined(DYNAMICLIGHTMAP_ON) o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if !defined(LIGHTMAP_ON) OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) o.lightmapUVOrVertexSH.zw = v.texcoord.xy; o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw; #endif half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); o.fogFactorAndVertexLight = half4(0, vertexLight); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) o.shadowCoord = GetShadowCoord( vertexInput ); #endif o.positionCS = vertexInput.positionCS; o.clipPosV = vertexInput.positionCS; return o; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 vertex : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 tangentOS : TANGENT; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; 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; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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; #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 = _TessellationPhong; o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], o); return VertexFunction(o); } #else VertexOutput vert ( VertexInput v ) { return VertexFunction( v ); } #endif FragmentOutput frag ( VertexOutput IN #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif , bool ase_vface : SV_IsFrontFace ) { UNITY_SETUP_INSTANCE_ID(IN); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN); #ifdef LOD_FADE_CROSSFADE LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x ); #endif #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy; float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1)); float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal); float3 WorldBiTangent = cross(WorldNormal, -WorldTangent); #else float3 WorldNormal = normalize( IN.tSpace0.xyz ); float3 WorldTangent = IN.tSpace1.xyz; float3 WorldBiTangent = IN.tSpace2.xyz; #endif float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w); float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition; float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = IN.clipPosV; float4 ScreenPos = ComputeScreenPos( IN.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS); #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #else ShadowCoords = float4(0, 0, 0, 0); #endif WorldViewDirection = SafeNormalize( WorldViewDirection ); float4 ase_screenPosNorm = ScreenPos / ScreenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord8.x; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord8.yz ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x ); float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y ); float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z ); float3 worldRefl88_g61902 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * WorldViewDirection.x + tanToWorld1 * WorldViewDirection.y + tanToWorld2 * WorldViewDirection.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( WorldNormal, WorldViewDirection ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb; float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw ); float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z)); float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW)); float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 ); float4 UVRipples2543_g61884 = temp_output_2088_0_g61884; float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 ); float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed ); float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord9.xyz) ); float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) ); float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884); float3 FoamShoreline2343_g61884 = lerpResult2381_g61884; float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) )); float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw ); float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 ); float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) ))); float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed ); float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * ScreenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * ScreenPos.w ) ) ); float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884); float3 FoamOffshore2978_g61884 = lerpResult2931_g61884; float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) )); float4 appendResult2874_g61884 = (float4(_WaterNormalSpeedX , _WaterNormalSpeedY , _WaterNormalSpeedZ , _WaterNormalSpeedW)); float4 temp_output_2093_0_g61884 = ( temp_output_2088_0_g61884 + ( _TimeParameters.x * appendResult2874_g61884 ) ); float3 unpack2097_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).xy ), _WaterNormalStrength ); unpack2097_g61884.z = lerp( 1, unpack2097_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2097_g61884 = unpack2097_g61884; float3 unpack2098_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).zw ), _WaterNormalStrength ); unpack2098_g61884.z = lerp( 1, unpack2098_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2098_g61884 = unpack2098_g61884; float4 temp_output_2107_0_g61884 = ( temp_output_2093_0_g61884 * float4( 0.17,0.19,-0.13,0.23 ) ); float3 unpack2104_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).xy ), _WaterNormalStrength ); unpack2104_g61884.z = lerp( 1, unpack2104_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2104_g61884 = unpack2104_g61884; float3 unpack2105_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).zw ), _WaterNormalStrength ); unpack2105_g61884.z = lerp( 1, unpack2105_g61884.z, saturate(_WaterNormalStrength) ); float3 tex2DNode2105_g61884 = unpack2105_g61884; float3 temp_output_3496_0_g61884 = BlendNormal( BlendNormal( tex2DNode2097_g61884 , tex2DNode2098_g61884 ) , BlendNormal( tex2DNode2104_g61884 , tex2DNode2105_g61884 ) ); float3 break2345_g61884 = temp_output_3496_0_g61884; float3 appendResult2346_g61884 = (float3(break2345_g61884.x , break2345_g61884.y , ( break2345_g61884.z + 0.001 ))); float3 lerpResult2863_g61884 = lerp( float3(0,0,1) , appendResult2346_g61884 , ( _WaterNormalEnable + ( ( _CATEGORY_NORMALRIPPLE + _SPACE_NORMALRIPPLE ) * 0.0 ) )); float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b ); float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity ); float3 temp_output_95_0_g61898 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) ); float3 normalizeResult99_g61898 = ASESafeNormalize( temp_output_95_0_g61898 ); float3 normalizeResult3457_g61884 = normalize( ( WorldViewDirection + _MainLightPosition.xyz ) ); float dotResult3230_g61884 = dot( normalizeResult99_g61898 , normalizeResult3457_g61884 ); float temp_output_3475_0_g61884 = (max( saturate( dotResult3230_g61884 ) , 0.0 )*_WaterSpecularWrapScale + _WaterSpecularWrapOffset); float saferPower3427_g61884 = abs( temp_output_3475_0_g61884 ); float3 lerpResult3436_g61884 = lerp( float3(0,0,0) , saturate( ( ( (_WaterSpecularColor).rgb * ( ase_lightColor.rgb * max( ase_lightColor.a , 0.0 ) ) ) * ( ( pow( saferPower3427_g61884 , _WaterSpecularPower ) * 15.0 ) * ( pow( ( _WaterSpecularStrengthDielectricIOR - 1.0 ) , 2.0 ) / pow( ( _WaterSpecularStrengthDielectricIOR + 1.0 ) , 2.0 ) ) ) ) ) , ( _WaterSpecularEnable + ( ( _CATEGORY_SPECULAR + _SPACE_SPECULAR ) * 0.0 ) )); float3 _Vector3 = float3(0,0,1); float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float3 WaveDirection429_g61886 = normalizeResult407_g61886; float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float3 WaveDirection429_g61891 = normalizeResult407_g61891; float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float3 WaveDirection429_g61890 = normalizeResult407_g61890; float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float3 WaveDirection429_g61894 = normalizeResult407_g61894; float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , WorldPosition ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3398_g61884 = lerp( IN.ase_normal , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1996_g61884 = lerp( IN.ase_normal , lerpResult3397_g61884 , temp_output_1991_0_g61884); float3 VertexNormal3185_g61884 = lerpResult1996_g61884; float3 tanNormal3180_g61884 = VertexNormal3185_g61884; float3 worldNormal3180_g61884 = float3(dot(tanToWorld0,tanNormal3180_g61884), dot(tanToWorld1,tanNormal3180_g61884), dot(tanToWorld2,tanNormal3180_g61884)); float3 temp_output_3171_0_g61884 = ddx( worldNormal3180_g61884 ); float dotResult3173_g61884 = dot( temp_output_3171_0_g61884 , temp_output_3171_0_g61884 ); float3 temp_output_3170_0_g61884 = ddy( worldNormal3180_g61884 ); float dotResult3172_g61884 = dot( temp_output_3170_0_g61884 , temp_output_3170_0_g61884 ); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); float3 BaseColor = lerpResult2984_g61884; float3 Normal = lerpResult2863_g61884; float3 Emission = 0; float3 Specular = lerpResult3436_g61884; float Metallic = 0; float Smoothness = saturate( ( ( _WaterSmoothnessStrength + ( ( _CATEGORY_SMOOTHNESS + _SPACE_SMOOTHNESS ) * 0.0 ) ) - min( ( ( dotResult3173_g61884 + dotResult3172_g61884 ) * 30.0 ) , 0.5 ) ) ); float Occlusion = 1; float Alpha = clampResult3169_g61884; float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; float3 BakedGI = 0; float3 RefractionColor = 1; float RefractionIndex = 1; float3 Transmission = 1; float3 Translucency = 1; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = IN.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.positionCS = IN.positionCS; inputData.shadowCoord = ShadowCoords; #ifdef _NORMALMAP #if _NORMAL_DROPOFF_TS inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal )); #elif _NORMAL_DROPOFF_OS inputData.normalWS = TransformObjectToWorldNormal(Normal); #elif _NORMAL_DROPOFF_WS inputData.normalWS = Normal; #endif #else inputData.normalWS = WorldNormal; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize( WorldViewDirection ); inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw; #if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL) float3 SH = SampleSH(inputData.normalWS.xyz); #else float3 SH = IN.lightmapUVOrVertexSH.xyz; #endif #ifdef ASE_BAKEDGI inputData.bakedGI = BakedGI; #else #if defined(DYNAMICLIGHTMAP_ON) inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS); #else inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS ); #endif #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy); #if defined(DEBUG_DISPLAY) #if defined(DYNAMICLIGHTMAP_ON) inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy; #endif #if defined(LIGHTMAP_ON) inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy; #else inputData.vertexSH = SH; #endif #endif #ifdef _DBUFFER ApplyDecal(IN.positionCS, BaseColor, Specular, inputData.normalWS, Metallic, Occlusion, Smoothness); #endif BRDFData brdfData; InitializeBRDFData (BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData); Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask); half4 color; MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask); color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS); color.a = Alpha; #ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY color.rgb *= color.a; #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion); } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float3 ase_normal : NORMAL; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); o.ase_texcoord = screenPos; o.ase_texcoord1.xyz = ase_worldPos; float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord1.w = eyeDepth; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord3.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord4.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; o.ase_normal = v.normalOS; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; 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_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 = _TessellationPhong; 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 , bool ase_vface : SV_IsFrontFace) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos = IN.ase_texcoord; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float3 ase_worldPos = IN.ase_texcoord1.xyz; float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , ase_worldPos ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord1.w; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord2.xy ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 ase_worldTangent = IN.ase_texcoord3.xyz; float3 ase_worldNormal = IN.ase_texcoord4.xyz; float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); surfaceDescription.Alpha = clampResult3169_g61884; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _NORMAL_DROPOFF_TS 1 #define ASE_FOG 1 #define _SPECULAR_SETUP 1 #define ASE_DISTANCE_TESSELLATION #define ASE_ABSOLUTE_VERTEX_POS 1 #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_TESSELLATION 1 #pragma require tessellation tessHW #pragma hull HullFunction #pragma domain DomainFunction #define ASE_PHONG_TESSELLATION #define _NORMALMAP 1 #define ASE_SRP_VERSION 120114 #define REQUIRE_DEPTH_TEXTURE 1 #define REQUIRE_OPAQUE_TEXTURE 1 #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_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VertexOutput { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float3 ase_normal : NORMAL; float4 ase_texcoord1 : TEXCOORD1; float4 ase_texcoord2 : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; float4 ase_texcoord4 : TEXCOORD4; float4 ase_texcoord5 : TEXCOORD5; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) float4 _FoamOffshoreUVsDetail; half4 _FoamOffshoreColor; half4 _WaterDepthTint; half4 _WaterShorelineTint; half4 _WaterMidwaterTint; half4 _FoamOffshoreDetailColor; float4 _FoamShorelineUVsDetail; half4 _FoamShorelineDetailColor; half4 _WaterSpecularColor; float4 _FoamOffshoreUVs; float4 _FoamShorelineUVs; half4 _FoamShorelineColor; float3 _WaveGerstner02Direction; float3 _WaveGerstner04Direction; float3 _WaveGerstner01Direction; float3 _WaveGerstner03Direction; half _WaterReflectionFresnelScale; float _SPACE_FOAMSHORELINE; float _CATEGORY_FOAMSHORELINE; half _FoamShorelineEnable; half _FoamShorelineDistance; half _WaterReflectionEnableFresnel; float _CATEGORY_REFLECTION; half _FoamShorelineDetailStrength; float _FoamShorelineSpeed; half _WaterNormalScaleW; half _WaterNormalScaleZ; float _SPACE_REFLECTION; half _WaterNormalScaleY; half _WaterNormalScaleX; half _WaterReflectionEnable; half _FoamShorelineStrength; float _CATEGORY_COLORWATERLAYERS; half _WaterReflectionFresnelBias; half _WaterSmoothnessStrength; float _SPACE_SPECULAR; float _CATEGORY_SPECULAR; half _WaterSpecularEnable; half _WaterSpecularStrengthDielectricIOR; half _WaterSpecularPower; half _WaterSpecularWrapOffset; half _WaterSpecularWrapScale; float _SPACE_NORMALRIPPLE; float _CATEGORY_NORMALRIPPLE; half _WaterNormalEnable; float _WaterNormalStrength; half _WaterNormalSpeedW; half _WaterNormalSpeedZ; half _WaterNormalSpeedY; half _WaterNormalSpeedX; float _SPACE_FOAMOFFSHORE; float _CATEGORY_FOAMOFFSHORE; half _FoamOffshoreEnable; half _FoamOffshoreDistance; half _FoamOffshoreEdge; half _FoamOffshoreDetailStrength; float _FoamOffshoreSpeed; half _FoamOffshoreStrength; half _WaterReflectionFresnelStrength; half _WaterReflectionSmoothness; half _WaterReflectionProbeDetailURP; half _WaveGerstner03PeakSharpness; half _WaveGerstner03Height; half _WaveGerstner03Speed; half _WaveGerstner03Length; half _WaveGerstner02Enable; half _WaveGerstner02PeakSharpness; half _WaveGerstner02Height; half _WaveGerstner02Speed; half _WaveGerstner02Length; half _WaveGerstner01Enable; half _WaveGerstner03Enable; half _WaveGerstner01PeakSharpness; half _WaveGerstner01Speed; half _WaveGerstner01Length; float _CATEGORY_TESSELLATION; float _SPACE_TESSELLATION; half _TessellationPhong; half _TessellationDistanceMax; half _TessellationDistanceMin; half _TessellationStrength; int _Cull; float _SPACE_COLORWATERLAYERS; half _WaveGerstner01Height; half _WaveGerstner04Length; half _WaveGerstner04Speed; half _WaveGerstner04Height; half _WaterReflectionCloud; float _CATEGORY_SMOOTHNESS; half _WaterReflectionWobble; half _WaterReflectionBumpClamp; half _WaterReflectionBumpScale; half _WaterReflectionBumpStrength; float _SPACE_REFRACTION; float _CATEGORY_REFRACTION; half _WaterRefractionScale; float _SPACE_OPACITY; float _CATEGORY_OPACITY; half _WaterOpacity; half _WaterOpacityShoreline; half _WaterDepthOffset; half _WaterShorelineOffset; half _WaterShorelineDepth; float _SPACE_WAVESGERSTNER; float _CATEGORY_WAVESGERSTNER; half _WaveGerstnerEnable; float _WaveGerstnerEdgeFadeEnable; float _WaveGerstnerEdgeFadeRange; half _WaveGerstner04Enable; half _WaveGerstner04PeakSharpness; half _WaterReflectionType; float _SPACE_SMOOTHNESS; #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 TEXTURECUBE(_WaterReflectionCubemap); TEXTURE2D(_WaterNormalMap); SAMPLER(sampler_WaterNormalMap); SAMPLER(sampler_WaterReflectionCubemap); float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv) { #if defined(REQUIRE_DEPTH_TEXTURE) #if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r; #else float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0); #endif return rawDepth; #endif // REQUIRE_DEPTH_TEXTURE return 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); float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz ); float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction ); float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length ); float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) ); float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) ); float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 ); float temp_output_432_0_g61886 = _WaveGerstner01Height; float WaveHeight433_g61886 = temp_output_432_0_g61886; float3 WaveDirection429_g61886 = normalizeResult407_g61886; float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 ); float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 ); float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 ); float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable); float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction ); float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length ); float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) ); float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) ); float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 ); float temp_output_432_0_g61891 = _WaveGerstner02Height; float WaveHeight433_g61891 = temp_output_432_0_g61891; float3 WaveDirection429_g61891 = normalizeResult407_g61891; float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 ); float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 ); float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 ); float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable); float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction ); float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length ); float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) ); float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) ); float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 ); float temp_output_432_0_g61890 = _WaveGerstner03Height; float WaveHeight433_g61890 = temp_output_432_0_g61890; float3 WaveDirection429_g61890 = normalizeResult407_g61890; float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 ); float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 ); float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 ); float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable); float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz; float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction ); float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length ); float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) ); float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) ); float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 ); float temp_output_432_0_g61894 = _WaveGerstner04Height; float WaveHeight433_g61894 = temp_output_432_0_g61894; float3 WaveDirection429_g61894 = normalizeResult407_g61894; float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 ); float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 ); float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 ); float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable); float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) ); float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz); float4 screenPos = ComputeScreenPos(ase_clipPos); float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) ); float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) ); float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) ); float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884); float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable); float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) ); float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884); float3 _Vector3 = float3(0,0,1); float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 ); float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z)); float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable); float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 ); float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z)); float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable); float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 ); float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z)); float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable); float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 ); float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z)); float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable); float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25); float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 ); float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884); float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable); float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884); o.ase_texcoord = screenPos; o.ase_texcoord1.xyz = ase_worldPos; float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz)); float eyeDepth = -objectToViewPos.z; o.ase_texcoord1.w = eyeDepth; float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz); o.ase_texcoord3.xyz = ase_worldTangent; float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS); o.ase_texcoord4.xyz = ase_worldNormal; float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 ); float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign; o.ase_texcoord5.xyz = ase_worldBitangent; o.ase_normal = v.normalOS; o.ase_texcoord2.xy = v.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings o.ase_texcoord2.zw = 0; o.ase_texcoord3.w = 0; o.ase_texcoord4.w = 0; o.ase_texcoord5.w = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = v.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = lerpResult1995_g61884; #ifdef ASE_ABSOLUTE_VERTEX_POS v.positionOS.xyz = vertexValue; #else v.positionOS.xyz += vertexValue; #endif v.normalOS = lerpResult1996_g61884; 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_texcoord : TEXCOORD0; float4 ase_tangent : TANGENT; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( VertexInput v ) { VertexControl o; UNITY_SETUP_INSTANCE_ID(v); UNITY_TRANSFER_INSTANCE_ID(v, o); o.vertex = v.positionOS; o.normalOS = v.normalOS; o.ase_texcoord = v.ase_texcoord; o.ase_tangent = v.ase_tangent; return o; } TessellationFactors TessellationFunction (InputPatch v) { TessellationFactors o; float4 tf = 1; float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax; 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_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 = _TessellationPhong; 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 , bool ase_vface : SV_IsFrontFace) : SV_TARGET { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float4 screenPos = IN.ase_texcoord; float4 ase_screenPosNorm = screenPos / screenPos.w; ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5; float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) ); float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) )); float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) )); #ifdef UNITY_PASS_FORWARDADD float staticSwitch37_g61884 = 0.0; #else float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) ); #endif float3 ase_worldPos = IN.ase_texcoord1.xyz; float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , ase_worldPos ) - 8.0 ) / 80.0 ) ); float eyeDepth = IN.ase_texcoord1.w; float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams); float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) ); float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams); float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy; float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 ); float RefractionScale119_g61911 = _WaterRefractionScale; float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 ); float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884; float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord2.xy ), _WaterReflectionBumpStrength ); unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) ); float3 temp_output_70_0_g61902 = unpack244_g61901; float temp_output_96_0_g61902 = _WaterReflectionBumpClamp; float2 temp_cast_5 = (-temp_output_96_0_g61902).xx; float2 temp_cast_6 = (temp_output_96_0_g61902).xx; float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 ); float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x)); float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 ); unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) ); float3 ase_worldTangent = IN.ase_texcoord3.xyz; float3 ase_worldNormal = IN.ase_texcoord4.xyz; float3 ase_worldBitangent = IN.ase_texcoord5.xyz; float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x ); float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y ); float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z ); float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos ); ase_worldViewDir = normalize(ase_worldViewDir); float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) ); float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) ); float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx; float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud); float4 temp_output_154_21_g61901 = lerpResult91_g61902; float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z; ase_tanViewDir = normalize(ase_tanViewDir); float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z)); float3 temp_output_70_0_g61903 = unpack244_g61901; float temp_output_95_0_g61903 = _WaterReflectionBumpScale; float temp_output_96_0_g61903 = _WaterReflectionBumpClamp; float2 temp_cast_11 = (-temp_output_96_0_g61903).xx; float2 temp_cast_12 = (temp_output_96_0_g61903).xx; float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 ); float temp_output_17_0_g61903 = _WaterReflectionWobble; float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903)); float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP); float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx; float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud); float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0)); float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType); float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir ); float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) ); float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 )); float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel); float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 )))); float4 temp_cast_16 = (0.0).xxxx; #ifdef UNITY_PASS_FORWARDADD float4 staticSwitch95_g61901 = temp_cast_16; #else float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) ); #endif float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) )); float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 ); float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 ); surfaceDescription.Alpha = clampResult3169_g61884; surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; #ifdef SCENESELECTIONPASS outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) outColor = _SelectionID; #endif return outColor; } ENDHLSL } } CustomEditor "ALP8310_ShaderGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback Off 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