5308 lines
241 KiB
GLSL
5308 lines
241 KiB
GLSL
// Made with Amplify Shader Editor v1.9.3.3
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ALP/Cutout Translucency Wind"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector][Enum(Front,2,Back,1,Both,0)]_Cull("Render Face", Int) = 0
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[DE_DrawerCategory(ALPHA CLIPPING,true,_GlancingClipMode,0,0)]_CATEGORY_ALPHACLIPPING("CATEGORY_ALPHACLIPPING", Float) = 0
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[DE_DrawerToggleLeft]_GlancingClipMode("Enable Clip Glancing Angle", Float) = 0
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[DE_DrawerSliderSimple(_AlphaRemapMin, _AlphaRemapMax,0, 1)]_AlphaRemap("Alpha Remapping", Vector) = (0,1,0,0)
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[HideInInspector]_AlphaRemapMin("AlphaRemapMin", Float) = 0
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[HideInInspector]_AlphaRemapMax("AlphaRemapMax", Float) = 1
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_AlphaCutoffBias("Alpha Cutoff Bias", Range( 0 , 1)) = 0.5
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_AlphaCutoffBiasShadow("Alpha Cutoff Bias Shadow", Range( 0.01 , 1)) = 0.5
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[DE_DrawerSpace(10)]_SPACE_ALPHACLIP("SPACE_ALPHACLIP", Float) = 0
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[DE_DrawerCategory(COLOR,true,_BaseColor,0,0)]_CATEGORY_COLOR("CATEGORY_COLOR", Float) = 1
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_BaseColor("Base Color", Color) = (1,1,1,0)
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_Brightness("Brightness", Range( 0 , 2)) = 1
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[DE_DrawerSpace(10)]_SPACE_COLOR("SPACE_COLOR", Float) = 0
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[DE_DrawerCategory(SURFACE INPUTS,true,_MainTex,0,0)]_CATEGORY_SURFACEINPUTS("CATEGORY_SURFACE INPUTS", Float) = 1
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[DE_DrawerTextureSingleLine]_MainTex("Base Map", 2D) = "white" {}
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[DE_DrawerFloatEnum(UV0 _UV1 _UV2 _UV3)]_UVMode("UV Mode", Float) = 0
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[DE_DrawerTilingOffset]_MainUVs("Main UVs", Vector) = (1,1,0,0)
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[DE_DrawerTextureSingleLine][Space(10)]_MetallicGlossMap("Metallic Map", 2D) = "white" {}
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_MetallicStrength("Metallic Strength", Range( 0 , 1)) = 0
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[DE_DrawerFloatEnum(Smoothness _Roughness)][Space(10)]_SmoothnessSource("Smoothness Source", Float) = 1
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[DE_DrawerTextureSingleLine]_SmoothnessMap("Smoothness Map", 2D) = "white" {}
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_SmoothnessStrength("Smoothness Strength", Range( 0 , 1)) = 0
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[DE_DrawerToggleLeft]_SmoothnessFresnelEnable("ENABLE FRESNEL", Float) = 0
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_SmoothnessFresnelScale("Fresnel Scale", Range( 0 , 3)) = 1.1
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_SmoothnessFresnelPower("Fresnel Power", Range( 0 , 20)) = 10
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[DE_DrawerFloatEnum(Texture _Vertex Color)][Space(10)]_OcclusionSource("Occlusion Source", Float) = 0
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[DE_DrawerTextureSingleLine]_OcclusionMap("Occlusion Map", 2D) = "white" {}
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_OcclusionStrengthAO("Occlusion Strength", Range( 0 , 1)) = 0
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[Normal][DE_DrawerTextureSingleLine][Space(10)]_BumpMap("Normal Map", 2D) = "bump" {}
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[DE_DrawerFloatEnum(Flip _Mirror _None)]_DoubleSidedNormalMode("Normal Mode", Float) = 2
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_NormalStrength("Normal Strength", Float) = 1
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[DE_DrawerSpace(10)]_SPACE_SURFACEINPUTS("SPACE_SURFACE INPUTS", Float) = 0
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[DE_DrawerCategory(COLOR SHIFT,true,_ColorShiftEnable,0,0)]_CATEGORY_COLORSHIFT("CATEGORY_COLOR SHIFT", Float) = 0
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[DE_DrawerToggleLeft]_ColorShiftEnable("ENABLE COLOR SHIFT", Float) = 0
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[DE_DrawerFloatEnum(Object Space _World Space _Vertex Color _Vertex Normal)]_ColorShiftSource("Shift Source", Float) = 0
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_ColorShiftVariation("Shift Variation", Range( 0 , 1)) = 0
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_ColorShiftVariationRGB("Shift Variation RGB", Range( -0.5 , 0.5)) = 0.2
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_ColorShiftInfluence("Shift Influence ", Range( 0 , 1)) = 0.75
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_ColorShiftSaturation("Shift Saturation", Range( 0 , 1)) = 0.85
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_ColorShiftNoiseScale("Shift Noise Scale", Range( 0 , 2)) = 1
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[Header(COLOR SHIFT WORLD SPACE)]_ColorShiftWorldSpaceDistance("World Space Distance", Range( 0.01 , 5)) = 5
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_ColorShiftWorldSpaceOffset("World Space Offset", Range( -1 , 1)) = 1
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_ColorShiftWorldSpaceNoiseShift("World Space Noise Shift", Range( 1 , 5)) = 5
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[DE_DrawerToggleLeft][Space(10)]_ColorShiftEnableMask("ENABLE COLOR SHIFT MASK", Float) = 1
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[DE_DrawerToggleNoKeyword]_ColorShiftMaskInverted("Color Shift Mask Inverted", Float) = 0
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[DE_DrawerTextureSingleLine]_ColorShiftMaskMap("Color Shift Mask Map", 2D) = "black" {}
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_ColorShiftMaskFuzziness("Color Shift Mask Fuzziness", Range( 0 , 1)) = 0.25
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[DE_DrawerSpace(10)]_SPACE_COLORSHIFT("SPACE_COLORSHIFT", Float) = 0
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[DE_DrawerCategory(TRANSMISSION,true,_TransmissionEnable,0,0)]_CATEGORY_TRANSMISSION("CATEGORY_TRANSMISSION", Float) = 0
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[DE_DrawerToggleLeft]_TransmissionEnable("ENABLE TRANSMISSION", Float) = 0
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[DE_DrawerFloatEnum(Color Picker Only_Transmission Mask Map)]_TransmissionSource("Transmission Source", Float) = 1
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[DE_DrawerTextureSingleLine]_TransmissionMaskMap("Transmission Mask Map", 2D) = "white" {}
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[DE_DrawerToggleNoKeyword]_TransmissionMaskInverted("Transmission Mask Inverted", Float) = 0
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_TransmissionMaskStrength("Transmission Mask Strength", Range( 0 , 1.5)) = 1.466198
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_TransmissionMaskFeather("Transmission Mask Feather", Range( 0 , 1)) = 1
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[HDR]_TransmissionColor("Transmission Color", Color) = (0.5,0.5,0.5,1)
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_TransmissionStrength("Transmission Strength", Float) = 1
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[DE_DrawerSpace(10)]_SPACE_TRANSMISSION("SPACE_TRANSMISSION", Float) = 0
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[DE_DrawerCategory(TRANSLUCENCY,true,_TranslucencyEnable,0,0)]_CATEGORY_TRANSLUCENCY("CATEGORY_TRANSLUCENCY", Float) = 0
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[DE_DrawerToggleLeft]_TranslucencyEnable("ENABLE TRANSLUCENCY", Float) = 0
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[DE_DrawerFloatEnum(Color Picker Only _Thickness Mask Map)]_TranslucencySource("Translucency Source", Float) = 1
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[DE_DrawerTextureSingleLine]_ThicknessMap("Thickness Mask Map", 2D) = "white" {}
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[DE_DrawerToggleNoKeyword]_ThicknessMapInverted("Thickness Mask Inverted", Float) = 0
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_ThicknessStrength("Thickness Mask Strength", Range( 0 , 1.5)) = 1.466198
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_ThicknessFeather("Thickness Mask Feather", Range( 0 , 1)) = 1
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[HDR]_TranslucencyColor("Translucency Color", Color) = (0.5,0.5,0.5,1)
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_TranslucencyStrength("Translucency Strength", Float) = 1
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[DE_DrawerSpace(10)]_SPACE_TRANSLUCENCY("SPACE_TRANSLUCENCY", Float) = 0
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[DE_DrawerCategory(TRANSLUCENCY ASE,true,_ASETranslucencyStrength,0,0)]_CATEGORY_TRANSLUCENCYASE("CATEGORY_TRANSLUCENCY ASE", Float) = 0
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_ASETransmissionShadow("ASE Transmission Shadow", Range( 0 , 1)) = 0.5
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_ASETranslucencyStrength("ASE Translucency Strength", Range( 1 , 50)) = 1
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_ASETranslucencyNormalDistortion("ASE Translucency Normal Distortion ", Range( 0 , 1)) = 0.2735869
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_ASETranslucencyScattering("ASE Translucency Scattering ", Range( 1 , 50)) = 2
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_ASETranslucencyDirect("ASE Translucency Direct ", Range( 0 , 1)) = 0.9
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_ASETranslucencyAmbient("ASE Translucency Ambient", Range( 0 , 1)) = 0.8339342
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[DE_DrawerCategory(WIND,true,_WindEnable,0,0)]_CATEGORY_WIND("CATEGORY_WIND", Float) = 0
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[DE_DrawerToggleLeft]_WindEnable("ENABLE WIND", Float) = 0
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[DE_DrawerFloatEnum(Global _Local)]_WindEnableMode("Enable Wind Mode", Float) = 0
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[DE_DrawerFloatEnum(Leaf _Palm _Grass _Simple _Ivy)]_WindEnableType("Enable Wind Type", Float) = 0
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[Header(WIND GLOBAL)]_WindGlobalIntensity("Wind Intensity", Float) = 1
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_WindGlobalTurbulence("Wind Turbulence", Float) = 0.35
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[Header(WIND LOCAL)]_WindLocalIntensity("Local Wind Intensity", Float) = 1
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_WindLocalTurbulence("Local Wind Turbulence", Float) = 0.35
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_WindLocalPulseFrequency("Local Wind Pulse Frequency", Float) = 0.1
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_WindLocalRandomOffset("Local Random Offset", Float) = 0.2
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_WindLocalDirection("Local Wind Direction", Range( 0 , 360)) = 0
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[DE_DrawerSpace(10)]_SPACE_WIND("SPACE_WIND", Float) = 0
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_ASETranslucencyShadow("ASE Translucency Shadow ", Range( 0 , 1)) = 0.5
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[DE_DrawerSpace(10)]_SPACE_TRANSLUCENCYASE("SPACE_TRANSLUCENCYASE", Float) = 0
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull [_Cull]
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForwardOnly" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define ASE_TRANSMISSION 1
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#define ASE_TRANSLUCENCY 1
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#define _ALPHATEST_SHADOW_ON 1
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#define _ALPHATEST_ON 1
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#define _NORMALMAP 1
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#define ASE_SRP_VERSION 120114
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#define ASE_USING_SAMPLING_MACROS 1
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile_fragment _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _CLUSTERED_RENDERING
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#pragma multi_compile _ DOTS_INSTANCING_ON
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_VERT_POSITION
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#define ASE_NEEDS_VERT_NORMAL
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#define ASE_NEEDS_VERT_TANGENT
|
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#define ASE_NEEDS_FRAG_WORLD_POSITION
|
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#define ASE_NEEDS_FRAG_POSITION
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#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
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#define ASE_NEEDS_FRAG_WORLD_TANGENT
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#define ASE_NEEDS_FRAG_WORLD_BITANGENT
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#define ASE_NEEDS_FRAG_WORLD_NORMAL
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#define ASE_NEEDS_FRAG_COLOR
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#define ASE_NEEDS_FRAG_SHADOWCOORDS
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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|
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struct VertexInput
|
|
{
|
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 tangentOS : TANGENT;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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float4 ase_color : COLOR;
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float4 ase_texcoord3 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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|
|
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struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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float4 lightmapUVOrVertexSH : TEXCOORD1;
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half4 fogFactorAndVertexLight : TEXCOORD2;
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|
float4 tSpace0 : TEXCOORD3;
|
|
float4 tSpace1 : TEXCOORD4;
|
|
float4 tSpace2 : TEXCOORD5;
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
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float4 shadowCoord : TEXCOORD6;
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|
#endif
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
float2 dynamicLightmapUV : TEXCOORD7;
|
|
#endif
|
|
float4 ase_texcoord8 : TEXCOORD8;
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|
float4 ase_texcoord9 : TEXCOORD9;
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|
float4 ase_color : COLOR;
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|
float3 ase_normal : NORMAL;
|
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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|
};
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|
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CBUFFER_START(UnityPerMaterial)
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float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_ColorShiftMaskMap);
|
|
TEXTURE2D(_BumpMap);
|
|
SAMPLER(sampler_BumpMap);
|
|
TEXTURE2D(_MetallicGlossMap);
|
|
SAMPLER(sampler_MetallicGlossMap);
|
|
TEXTURE2D(_SmoothnessMap);
|
|
SAMPLER(sampler_SmoothnessMap);
|
|
TEXTURE2D(_OcclusionMap);
|
|
SAMPLER(sampler_OcclusionMap);
|
|
TEXTURE2D(_TransmissionMaskMap);
|
|
TEXTURE2D(_ThicknessMap);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
float3 HSVToRGB( float3 c )
|
|
{
|
|
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
|
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
|
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
|
}
|
|
|
|
float ColorShift_Modefloatswitch168_g58579( float m_switch, float m_ObjectSpace, float m_WorldSpace, float m_VertexColor, float m_VertexNormal )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_ObjectSpace;
|
|
else if(m_switch ==1)
|
|
return m_WorldSpace;
|
|
else if(m_switch ==2)
|
|
return m_VertexColor;
|
|
else if(m_switch ==3)
|
|
return m_VertexNormal;
|
|
else
|
|
return float(0);
|
|
}
|
|
|
|
float3 RGBToHSV(float3 c)
|
|
{
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
|
|
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
|
|
float d = q.x - min( q.w, q.y );
|
|
float e = 1.0e-10;
|
|
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
float3 _NormalModefloat3switch( float m_switch, float3 m_Flip, float3 m_Mirror, float3 m_None )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Flip;
|
|
else if(m_switch ==1)
|
|
return m_Mirror;
|
|
else if(m_switch ==2)
|
|
return m_None;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.tangentOS.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.texcoord.xy;
|
|
float2 m_UV180_g58645 = v.texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord8.xy = vertexToFrag70_g58645;
|
|
|
|
o.ase_texcoord9 = v.positionOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_normal = v.normalOS;
|
|
o.ase_texcoord8.zw = v.texcoord.xy;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
v.normalOS = v.normalOS;
|
|
v.tangentOS = v.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
|
|
|
|
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
|
|
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
|
|
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
|
|
|
|
#if defined(LIGHTMAP_ON)
|
|
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
|
|
#endif
|
|
|
|
#if !defined(LIGHTMAP_ON)
|
|
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
|
|
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
|
#endif
|
|
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
|
|
|
#ifdef ASE_FOG
|
|
half fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
|
|
#else
|
|
half fogFactor = 0;
|
|
#endif
|
|
|
|
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.positionCS = vertexInput.positionCS;
|
|
o.clipPosV = vertexInput.positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 texcoord : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.tangentOS = v.tangentOS;
|
|
o.texcoord = v.texcoord;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.texcoord = v.texcoord;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag ( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
, bool ase_vface : SV_IsFrontFace ) : SV_Target
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
|
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
|
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
|
|
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
|
|
#else
|
|
float3 WorldNormal = normalize( IN.tSpace0.xyz );
|
|
float3 WorldTangent = IN.tSpace1.xyz;
|
|
float3 WorldBiTangent = IN.tSpace2.xyz;
|
|
#endif
|
|
|
|
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
|
|
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
|
|
WorldViewDirection = SafeNormalize( WorldViewDirection );
|
|
|
|
float3 temp_output_1923_0_g58570 = (_BaseColor).rgb;
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord8.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float3 ALBEDO_RGBA1381_g58570 = (tex2DNode2048_g58570).rgb;
|
|
float3 temp_output_3_0_g58570 = ( temp_output_1923_0_g58570 * ALBEDO_RGBA1381_g58570 * _Brightness );
|
|
float3 temp_output_134_0_g58579 = temp_output_3_0_g58570;
|
|
float m_switch168_g58579 = _ColorShiftSource;
|
|
float m_ObjectSpace168_g58579 = ( _ColorShiftNoiseScale / 3 );
|
|
float3 p1_g58580 = ( WorldPosition * _ColorShiftWorldSpaceNoiseShift );
|
|
float localSimpleNoise3D1_g58580 = SimpleNoise3D( p1_g58580 );
|
|
float4 transform374_g58579 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord9);
|
|
float m_WorldSpace168_g58579 = ( ( localSimpleNoise3D1_g58580 / _ColorShiftNoiseScale ) - ( ( (transform374_g58579).w - _ColorShiftWorldSpaceOffset ) / _ColorShiftWorldSpaceDistance ) );
|
|
float m_VertexColor168_g58579 = ( IN.ase_color.g - 0.5 );
|
|
float m_VertexNormal168_g58579 = ( IN.ase_normal.y - 0.5 );
|
|
float localColorShift_Modefloatswitch168_g58579 = ColorShift_Modefloatswitch168_g58579( m_switch168_g58579 , m_ObjectSpace168_g58579 , m_WorldSpace168_g58579 , m_VertexColor168_g58579 , m_VertexNormal168_g58579 );
|
|
float temp_output_112_0_g58579 = sin( ( _ColorShiftNoiseScale * PI ) );
|
|
float3 BaseColor136_g58579 = temp_output_134_0_g58579;
|
|
float2 appendResult120_g58579 = (float2(( (0.3 + (( 1.0 - temp_output_112_0_g58579 ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) * BaseColor136_g58579.x ) , 0.0));
|
|
float2 RGB146_g58579 = appendResult120_g58579;
|
|
float3 hsvTorgb122_g58579 = RGBToHSV( float3( RGB146_g58579 , 0.0 ) );
|
|
float VALUE219_g58579 = temp_output_112_0_g58579;
|
|
float3 hsvTorgb126_g58579 = HSVToRGB( float3(( ( saturate( localColorShift_Modefloatswitch168_g58579 ) * _ColorShiftVariation ) + _ColorShiftVariationRGB + hsvTorgb122_g58579 ).x,( _ColorShiftSaturation * hsvTorgb122_g58579.y ),( hsvTorgb122_g58579.z + ( VALUE219_g58579 / 40 ) )) );
|
|
float2 uv_ColorShiftMaskMap = IN.ase_texcoord8.zw * _ColorShiftMaskMap_ST.xy + _ColorShiftMaskMap_ST.zw;
|
|
float4 transform376_g58579 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord9.xyz , 0.0 ));
|
|
float3 temp_output_337_0_g58579 = saturate( ( 1.0 - ( (( SAMPLE_TEXTURE2D( _ColorShiftMaskMap, sampler_MainTex, uv_ColorShiftMaskMap ) * transform376_g58579 )).rgb / max( _ColorShiftMaskFuzziness , 1E-05 ) ) ) );
|
|
float3 lerpResult314_g58579 = lerp( hsvTorgb126_g58579 , BaseColor136_g58579 , temp_output_337_0_g58579);
|
|
float3 lerpResult311_g58579 = lerp( BaseColor136_g58579 , hsvTorgb126_g58579 , temp_output_337_0_g58579);
|
|
float3 lerpResult389_g58579 = lerp( lerpResult314_g58579 , lerpResult311_g58579 , _ColorShiftMaskInverted);
|
|
float3 lerpResult387_g58579 = lerp( hsvTorgb126_g58579 , lerpResult389_g58579 , _ColorShiftEnableMask);
|
|
float3 lerpResult392_g58579 = lerp( temp_output_134_0_g58579 , lerpResult387_g58579 , _ColorShiftInfluence);
|
|
float temp_output_402_0_g58579 = ( _ColorShiftEnable + ( ( _CATEGORY_COLORSHIFT + _SPACE_COLORSHIFT ) * 0.0 ) );
|
|
float3 lerpResult393_g58579 = lerp( temp_output_134_0_g58579 , lerpResult392_g58579 , temp_output_402_0_g58579);
|
|
|
|
float4 NORMAL_RGBA1382_g58570 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g58570 );
|
|
float3 unpack1891_g58570 = UnpackNormalScale( NORMAL_RGBA1382_g58570, _NormalStrength );
|
|
unpack1891_g58570.z = lerp( 1, unpack1891_g58570.z, saturate(_NormalStrength) );
|
|
float3 temp_output_24_0_g58586 = unpack1891_g58570;
|
|
float temp_output_50_0_g58586 = _DoubleSidedNormalMode;
|
|
float m_switch64_g58586 = temp_output_50_0_g58586;
|
|
float3 m_Flip64_g58586 = float3(-1,-1,-1);
|
|
float3 m_Mirror64_g58586 = float3(1,1,-1);
|
|
float3 m_None64_g58586 = float3(1,1,1);
|
|
float3 local_NormalModefloat3switch64_g58586 = _NormalModefloat3switch( m_switch64_g58586 , m_Flip64_g58586 , m_Mirror64_g58586 , m_None64_g58586 );
|
|
float3 switchResult58_g58586 = (((ase_vface>0)?(temp_output_24_0_g58586):(( temp_output_24_0_g58586 * local_NormalModefloat3switch64_g58586 ))));
|
|
|
|
float3 MASK_B1377_g58570 = (SAMPLE_TEXTURE2D( _MetallicGlossMap, sampler_MetallicGlossMap, UV213_g58570 )).rgb;
|
|
|
|
float3 MASK_G158_g58570 = (SAMPLE_TEXTURE2D( _SmoothnessMap, sampler_SmoothnessMap, UV213_g58570 )).rgb;
|
|
float3 temp_output_2651_0_g58570 = ( 1.0 - MASK_G158_g58570 );
|
|
float3 lerpResult2650_g58570 = lerp( MASK_G158_g58570 , temp_output_2651_0_g58570 , _SmoothnessSource);
|
|
float3 temp_output_2693_0_g58570 = ( lerpResult2650_g58570 * _SmoothnessStrength );
|
|
float2 appendResult2645_g58570 = (float2(WorldViewDirection.xy));
|
|
float3 appendResult2644_g58570 = (float3(appendResult2645_g58570 , ( WorldViewDirection.z / 1.06 )));
|
|
float3 break2680_g58570 = unpack1891_g58570;
|
|
float3 normalizeResult2641_g58570 = normalize( ( ( WorldTangent * break2680_g58570.x ) + ( WorldBiTangent * break2680_g58570.y ) + ( WorldNormal * break2680_g58570.z ) ) );
|
|
float3 Normal_Per_Pixel2690_g58570 = normalizeResult2641_g58570;
|
|
float fresnelNdotV2685_g58570 = dot( normalize( Normal_Per_Pixel2690_g58570 ), appendResult2644_g58570 );
|
|
float fresnelNode2685_g58570 = ( 0.0 + ( 1.0 - _SmoothnessFresnelScale ) * pow( max( 1.0 - fresnelNdotV2685_g58570 , 0.0001 ), _SmoothnessFresnelPower ) );
|
|
float3 temp_cast_8 = (fresnelNode2685_g58570).xxx;
|
|
float3 lerpResult2636_g58570 = lerp( temp_output_2693_0_g58570 , ( temp_output_2693_0_g58570 - temp_cast_8 ) , _SmoothnessFresnelEnable);
|
|
|
|
float3 MASK_R1378_g58570 = (SAMPLE_TEXTURE2D( _OcclusionMap, sampler_OcclusionMap, UV213_g58570 )).rgb;
|
|
float3 lerpResult3415_g58570 = lerp( float3( 1,0,0 ) , MASK_R1378_g58570 , _OcclusionStrengthAO);
|
|
float lerpResult3414_g58570 = lerp( 1.0 , IN.ase_color.a , _OcclusionStrengthAO);
|
|
float3 temp_cast_10 = (lerpResult3414_g58570).xxx;
|
|
float3 lerpResult2709_g58570 = lerp( lerpResult3415_g58570 , temp_cast_10 , _OcclusionSource);
|
|
float3 temp_output_2730_0_g58570 = saturate( lerpResult2709_g58570 );
|
|
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , WorldViewDirection );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
float3 temp_output_249_0_g58575 = (_TransmissionColor).rgb;
|
|
float4 color71_g58575 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
|
|
float3 temp_output_247_0_g58575 = (color71_g58575).rgb;
|
|
float2 temp_output_101_0_g58575 = UV213_g58570;
|
|
float3 temp_output_162_0_g58575 = saturate( ( (SAMPLE_TEXTURE2D( _TransmissionMaskMap, sampler_MainTex, temp_output_101_0_g58575 )).rgb / max( _TransmissionMaskFeather , 1E-05 ) ) );
|
|
float3 lerpResult172_g58575 = lerp( temp_output_247_0_g58575 , temp_output_162_0_g58575 , _TransmissionMaskStrength);
|
|
float temp_output_165_0_g58575 = ( 0.0 - 1.0 );
|
|
float temp_output_168_0_g58575 = ( temp_output_162_0_g58575.x - 1.0 );
|
|
float lerpResult173_g58575 = lerp( ( temp_output_165_0_g58575 / temp_output_168_0_g58575 ) , ( temp_output_168_0_g58575 / temp_output_165_0_g58575 ) , ( 0.7 + _TransmissionMaskStrength ));
|
|
float3 lerpResult148_g58575 = lerp( ( temp_output_249_0_g58575 * _TransmissionStrength * lerpResult172_g58575 ) , ( temp_output_249_0_g58575 * _TransmissionStrength * saturate( lerpResult173_g58575 ) ) , _TransmissionMaskInverted);
|
|
float3 lerpResult147_g58575 = lerp( ( temp_output_249_0_g58575 * _TransmissionStrength ) , lerpResult148_g58575 , _TransmissionSource);
|
|
float3 lerpResult122_g58575 = lerp( float3( 0,0,0 ) , lerpResult147_g58575 , ( _TransmissionEnable + ( ( _CATEGORY_TRANSLUCENCY + _SPACE_TRANSMISSION ) * 0.0 ) ));
|
|
|
|
float3 temp_output_248_0_g58575 = (_TranslucencyColor).rgb;
|
|
float3 temp_output_113_0_g58575 = saturate( ( (SAMPLE_TEXTURE2D( _ThicknessMap, sampler_MainTex, temp_output_101_0_g58575 )).rgb / max( _ThicknessFeather , 1E-05 ) ) );
|
|
float3 lerpResult34_g58575 = lerp( temp_output_247_0_g58575 , temp_output_113_0_g58575 , _ThicknessStrength);
|
|
float temp_output_69_0_g58575 = ( 0.0 - 1.0 );
|
|
float temp_output_22_0_g58575 = ( temp_output_113_0_g58575.x - 1.0 );
|
|
float lerpResult66_g58575 = lerp( ( temp_output_69_0_g58575 / temp_output_22_0_g58575 ) , ( temp_output_22_0_g58575 / temp_output_69_0_g58575 ) , ( 0.7 + _ThicknessStrength ));
|
|
float3 lerpResult153_g58575 = lerp( ( temp_output_248_0_g58575 * lerpResult34_g58575 * _TranslucencyStrength ) , ( temp_output_248_0_g58575 * saturate( lerpResult66_g58575 ) * _TranslucencyStrength ) , _ThicknessMapInverted);
|
|
float3 lerpResult150_g58575 = lerp( ( temp_output_248_0_g58575 * _TranslucencyStrength ) , lerpResult153_g58575 , _TranslucencySource);
|
|
float ase_lightAtten = 0;
|
|
Light ase_mainLight = GetMainLight( ShadowCoords );
|
|
ase_lightAtten = ase_mainLight.distanceAttenuation * ase_mainLight.shadowAttenuation;
|
|
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
|
|
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
|
|
float3 temp_output_88_0_g58575 = ( ( ase_lightAtten * ase_lightColor.rgb ) * max( ase_lightColor.a , 0.0 ) );
|
|
float3 lerpResult123_g58575 = lerp( float3( 0,0,0 ) , ( lerpResult150_g58575 * saturate( temp_output_88_0_g58575 ) ) , ( _TranslucencyEnable + ( ( _SPACE_TRANSLUCENCY + _CATEGORY_TRANSMISSION ) * 0.0 ) ));
|
|
|
|
|
|
float3 BaseColor = lerpResult393_g58579;
|
|
float3 Normal = switchResult58_g58586;
|
|
float3 Emission = 0;
|
|
float3 Specular = 0.5;
|
|
float Metallic = ( _MetallicStrength * MASK_B1377_g58570 ).x;
|
|
float Smoothness = saturate( lerpResult2636_g58570 ).x;
|
|
float Occlusion = temp_output_2730_0_g58570.x;
|
|
float Alpha = temp_output_98_0_g58616;
|
|
float AlphaClipThreshold = _AlphaCutoffBias;
|
|
float AlphaClipThresholdShadow = _AlphaCutoffBiasShadow;
|
|
float3 BakedGI = 0;
|
|
float3 RefractionColor = 1;
|
|
float RefractionIndex = 1;
|
|
float3 Transmission = lerpResult122_g58575;
|
|
float3 Translucency = lerpResult123_g58575;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _CLEARCOAT
|
|
float CoatMask = 0;
|
|
float CoatSmoothness = 0;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
InputData inputData = (InputData)0;
|
|
inputData.positionWS = WorldPosition;
|
|
inputData.viewDirectionWS = WorldViewDirection;
|
|
|
|
#ifdef _NORMALMAP
|
|
#if _NORMAL_DROPOFF_TS
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
inputData.normalWS = Normal;
|
|
#endif
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
|
#else
|
|
inputData.normalWS = WorldNormal;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
inputData.shadowCoord = ShadowCoords;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
|
|
#else
|
|
inputData.shadowCoord = float4(0, 0, 0, 0);
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
|
|
#endif
|
|
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
|
|
|
|
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
|
#else
|
|
float3 SH = IN.lightmapUVOrVertexSH.xyz;
|
|
#endif
|
|
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
|
#else
|
|
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
|
#endif
|
|
|
|
#ifdef ASE_BAKEDGI
|
|
inputData.bakedGI = BakedGI;
|
|
#endif
|
|
|
|
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
|
|
|
|
#if defined(DEBUG_DISPLAY)
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
|
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
|
|
#endif
|
|
#if defined(LIGHTMAP_ON)
|
|
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
|
|
#else
|
|
inputData.vertexSH = SH;
|
|
#endif
|
|
#endif
|
|
|
|
SurfaceData surfaceData;
|
|
surfaceData.albedo = BaseColor;
|
|
surfaceData.metallic = saturate(Metallic);
|
|
surfaceData.specular = Specular;
|
|
surfaceData.smoothness = saturate(Smoothness),
|
|
surfaceData.occlusion = Occlusion,
|
|
surfaceData.emission = Emission,
|
|
surfaceData.alpha = saturate(Alpha);
|
|
surfaceData.normalTS = Normal;
|
|
surfaceData.clearCoatMask = 0;
|
|
surfaceData.clearCoatSmoothness = 1;
|
|
|
|
#ifdef _CLEARCOAT
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
|
#endif
|
|
|
|
#ifdef _DBUFFER
|
|
ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData);
|
|
#endif
|
|
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
|
|
|
#ifdef ASE_TRANSMISSION
|
|
{
|
|
float shadow = _ASETransmissionShadow;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
|
|
color.rgb += BaseColor * mainTransmission;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
|
|
color.rgb += BaseColor * transmission;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_TRANSLUCENCY
|
|
{
|
|
float shadow = _ASETranslucencyShadow;
|
|
float normal = _ASETranslucencyNormalDistortion;
|
|
float scattering = _ASETranslucencyScattering;
|
|
float direct = _ASETranslucencyScattering;
|
|
float ambient = _ASETranslucencyAmbient;
|
|
float strength = _ASETranslucencyStrength;
|
|
|
|
Light mainLight = GetMainLight( inputData.shadowCoord );
|
|
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
|
|
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
|
|
|
|
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
|
|
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
|
|
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += BaseColor * mainTranslucency * strength;
|
|
|
|
#ifdef _ADDITIONAL_LIGHTS
|
|
int transPixelLightCount = GetAdditionalLightsCount();
|
|
for (int i = 0; i < transPixelLightCount; ++i)
|
|
{
|
|
Light light = GetAdditionalLight(i, inputData.positionWS);
|
|
float3 atten = light.color * light.distanceAttenuation;
|
|
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
|
|
|
|
half3 lightDir = light.direction + inputData.normalWS * normal;
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
|
|
color.rgb += BaseColor * translucency * strength;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
|
|
#ifdef ASE_REFRACTION
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
|
|
projScreenPos.xy += refractionOffset.xy;
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
|
color.a = 1;
|
|
#endif
|
|
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
|
color.rgb *= color.a;
|
|
#endif
|
|
|
|
#ifdef ASE_FOG
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
|
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
|
|
#else
|
|
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD1;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.ase_texcoord.xy;
|
|
float2 m_UV180_g58645 = v.ase_texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.ase_texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord3.xy = vertexToFrag70_g58645;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord3.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.positionWS = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir(v.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.positionCS = positionCS;
|
|
o.clipPosV = positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_texcoord1 = v.ase_texcoord1;
|
|
o.ase_texcoord2 = v.ase_texcoord2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
|
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord3.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
float Alpha = temp_output_98_0_g58616;
|
|
float AlphaClipThreshold = _AlphaCutoffBias;
|
|
float AlphaClipThresholdShadow = _AlphaCutoffBiasShadow;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthOnly"
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
ZWrite On
|
|
ColorMask 0
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma multi_compile _ DOTS_INSTANCING_ON
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD1;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD2;
|
|
#endif
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.ase_texcoord.xy;
|
|
float2 m_UV180_g58645 = v.ase_texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.ase_texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord3.xy = vertexToFrag70_g58645;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord3.zw = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.positionWS = vertexInput.positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.positionCS = vertexInput.positionCS;
|
|
o.clipPosV = vertexInput.positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_texcoord1 = v.ase_texcoord1;
|
|
o.ase_texcoord2 = v.ase_texcoord2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
|
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord3.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
float Alpha = temp_output_98_0_g58616;
|
|
float AlphaClipThreshold = _AlphaCutoffBias;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Meta"
|
|
Tags { "LightMode"="Meta" }
|
|
|
|
Cull Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
|
|
|
#define SHADERPASS SHADERPASS_META
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float4 VizUV : TEXCOORD2;
|
|
float4 LightCoord : TEXCOORD3;
|
|
#endif
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
float4 ase_color : COLOR;
|
|
float3 ase_normal : NORMAL;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_ColorShiftMaskMap);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
float3 HSVToRGB( float3 c )
|
|
{
|
|
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
|
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
|
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
|
}
|
|
|
|
float ColorShift_Modefloatswitch168_g58579( float m_switch, float m_ObjectSpace, float m_WorldSpace, float m_VertexColor, float m_VertexNormal )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_ObjectSpace;
|
|
else if(m_switch ==1)
|
|
return m_WorldSpace;
|
|
else if(m_switch ==2)
|
|
return m_VertexColor;
|
|
else if(m_switch ==3)
|
|
return m_VertexNormal;
|
|
else
|
|
return float(0);
|
|
}
|
|
|
|
float3 RGBToHSV(float3 c)
|
|
{
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
|
|
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
|
|
float d = q.x - min( q.w, q.y );
|
|
float e = 1.0e-10;
|
|
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.texcoord0.xy;
|
|
float2 m_UV180_g58645 = v.texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord4.xy = vertexToFrag70_g58645;
|
|
|
|
o.ase_texcoord5 = v.positionOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_normal = v.normalOS;
|
|
o.ase_texcoord4.zw = v.texcoord0.xy;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.positionWS = positionWS;
|
|
#endif
|
|
|
|
o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
|
|
|
#ifdef EDITOR_VISUALIZATION
|
|
float2 VizUV = 0;
|
|
float4 LightCoord = 0;
|
|
UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
|
|
o.VizUV = float4(VizUV, 0, 0);
|
|
o.LightCoord = LightCoord;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = o.positionCS;
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 texcoord0 : TEXCOORD0;
|
|
float4 texcoord1 : TEXCOORD1;
|
|
float4 texcoord2 : TEXCOORD2;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.texcoord0 = v.texcoord0;
|
|
o.texcoord1 = v.texcoord1;
|
|
o.texcoord2 = v.texcoord2;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
|
|
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
|
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float3 temp_output_1923_0_g58570 = (_BaseColor).rgb;
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord4.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float3 ALBEDO_RGBA1381_g58570 = (tex2DNode2048_g58570).rgb;
|
|
float3 temp_output_3_0_g58570 = ( temp_output_1923_0_g58570 * ALBEDO_RGBA1381_g58570 * _Brightness );
|
|
float3 temp_output_134_0_g58579 = temp_output_3_0_g58570;
|
|
float m_switch168_g58579 = _ColorShiftSource;
|
|
float m_ObjectSpace168_g58579 = ( _ColorShiftNoiseScale / 3 );
|
|
float3 p1_g58580 = ( WorldPosition * _ColorShiftWorldSpaceNoiseShift );
|
|
float localSimpleNoise3D1_g58580 = SimpleNoise3D( p1_g58580 );
|
|
float4 transform374_g58579 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord5);
|
|
float m_WorldSpace168_g58579 = ( ( localSimpleNoise3D1_g58580 / _ColorShiftNoiseScale ) - ( ( (transform374_g58579).w - _ColorShiftWorldSpaceOffset ) / _ColorShiftWorldSpaceDistance ) );
|
|
float m_VertexColor168_g58579 = ( IN.ase_color.g - 0.5 );
|
|
float m_VertexNormal168_g58579 = ( IN.ase_normal.y - 0.5 );
|
|
float localColorShift_Modefloatswitch168_g58579 = ColorShift_Modefloatswitch168_g58579( m_switch168_g58579 , m_ObjectSpace168_g58579 , m_WorldSpace168_g58579 , m_VertexColor168_g58579 , m_VertexNormal168_g58579 );
|
|
float temp_output_112_0_g58579 = sin( ( _ColorShiftNoiseScale * PI ) );
|
|
float3 BaseColor136_g58579 = temp_output_134_0_g58579;
|
|
float2 appendResult120_g58579 = (float2(( (0.3 + (( 1.0 - temp_output_112_0_g58579 ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) * BaseColor136_g58579.x ) , 0.0));
|
|
float2 RGB146_g58579 = appendResult120_g58579;
|
|
float3 hsvTorgb122_g58579 = RGBToHSV( float3( RGB146_g58579 , 0.0 ) );
|
|
float VALUE219_g58579 = temp_output_112_0_g58579;
|
|
float3 hsvTorgb126_g58579 = HSVToRGB( float3(( ( saturate( localColorShift_Modefloatswitch168_g58579 ) * _ColorShiftVariation ) + _ColorShiftVariationRGB + hsvTorgb122_g58579 ).x,( _ColorShiftSaturation * hsvTorgb122_g58579.y ),( hsvTorgb122_g58579.z + ( VALUE219_g58579 / 40 ) )) );
|
|
float2 uv_ColorShiftMaskMap = IN.ase_texcoord4.zw * _ColorShiftMaskMap_ST.xy + _ColorShiftMaskMap_ST.zw;
|
|
float4 transform376_g58579 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord5.xyz , 0.0 ));
|
|
float3 temp_output_337_0_g58579 = saturate( ( 1.0 - ( (( SAMPLE_TEXTURE2D( _ColorShiftMaskMap, sampler_MainTex, uv_ColorShiftMaskMap ) * transform376_g58579 )).rgb / max( _ColorShiftMaskFuzziness , 1E-05 ) ) ) );
|
|
float3 lerpResult314_g58579 = lerp( hsvTorgb126_g58579 , BaseColor136_g58579 , temp_output_337_0_g58579);
|
|
float3 lerpResult311_g58579 = lerp( BaseColor136_g58579 , hsvTorgb126_g58579 , temp_output_337_0_g58579);
|
|
float3 lerpResult389_g58579 = lerp( lerpResult314_g58579 , lerpResult311_g58579 , _ColorShiftMaskInverted);
|
|
float3 lerpResult387_g58579 = lerp( hsvTorgb126_g58579 , lerpResult389_g58579 , _ColorShiftEnableMask);
|
|
float3 lerpResult392_g58579 = lerp( temp_output_134_0_g58579 , lerpResult387_g58579 , _ColorShiftInfluence);
|
|
float temp_output_402_0_g58579 = ( _ColorShiftEnable + ( ( _CATEGORY_COLORSHIFT + _SPACE_COLORSHIFT ) * 0.0 ) );
|
|
float3 lerpResult393_g58579 = lerp( temp_output_134_0_g58579 , lerpResult392_g58579 , temp_output_402_0_g58579);
|
|
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
float3 BaseColor = lerpResult393_g58579;
|
|
float3 Emission = 0;
|
|
float Alpha = temp_output_98_0_g58616;
|
|
float AlphaClipThreshold = _AlphaCutoffBias;
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
MetaInput metaInput = (MetaInput)0;
|
|
metaInput.Albedo = BaseColor;
|
|
metaInput.Emission = Emission;
|
|
#ifdef EDITOR_VISUALIZATION
|
|
metaInput.VizUV = IN.VizUV.xy;
|
|
metaInput.LightCoord = IN.LightCoord;
|
|
#endif
|
|
|
|
return UnityMetaFragment(metaInput);
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "Universal2D"
|
|
Tags { "LightMode"="Universal2D" }
|
|
|
|
Blend One Zero, One Zero
|
|
ZWrite On
|
|
ZTest LEqual
|
|
Offset 0 , 0
|
|
ColorMask RGBA
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_2D
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
#define ASE_NEEDS_FRAG_POSITION
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD0;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD1;
|
|
#endif
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
float4 ase_color : COLOR;
|
|
float3 ase_normal : NORMAL;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
TEXTURE2D(_ColorShiftMaskMap);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
float3 HSVToRGB( float3 c )
|
|
{
|
|
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
|
|
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
|
|
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
|
|
}
|
|
|
|
float ColorShift_Modefloatswitch168_g58579( float m_switch, float m_ObjectSpace, float m_WorldSpace, float m_VertexColor, float m_VertexNormal )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_ObjectSpace;
|
|
else if(m_switch ==1)
|
|
return m_WorldSpace;
|
|
else if(m_switch ==2)
|
|
return m_VertexColor;
|
|
else if(m_switch ==3)
|
|
return m_VertexNormal;
|
|
else
|
|
return float(0);
|
|
}
|
|
|
|
float3 RGBToHSV(float3 c)
|
|
{
|
|
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
|
|
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
|
|
float d = q.x - min( q.w, q.y );
|
|
float e = 1.0e-10;
|
|
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID( v );
|
|
UNITY_TRANSFER_INSTANCE_ID( v, o );
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.ase_texcoord.xy;
|
|
float2 m_UV180_g58645 = v.ase_texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.ase_texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord2.xy = vertexToFrag70_g58645;
|
|
|
|
o.ase_texcoord3 = v.positionOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_normal = v.normalOS;
|
|
o.ase_texcoord2.zw = v.ase_texcoord.xy;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.positionWS = vertexInput.positionWS;
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.positionCS = vertexInput.positionCS;
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_texcoord1 = v.ase_texcoord1;
|
|
o.ase_texcoord2 = v.ase_texcoord2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
|
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float3 temp_output_1923_0_g58570 = (_BaseColor).rgb;
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord2.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float3 ALBEDO_RGBA1381_g58570 = (tex2DNode2048_g58570).rgb;
|
|
float3 temp_output_3_0_g58570 = ( temp_output_1923_0_g58570 * ALBEDO_RGBA1381_g58570 * _Brightness );
|
|
float3 temp_output_134_0_g58579 = temp_output_3_0_g58570;
|
|
float m_switch168_g58579 = _ColorShiftSource;
|
|
float m_ObjectSpace168_g58579 = ( _ColorShiftNoiseScale / 3 );
|
|
float3 p1_g58580 = ( WorldPosition * _ColorShiftWorldSpaceNoiseShift );
|
|
float localSimpleNoise3D1_g58580 = SimpleNoise3D( p1_g58580 );
|
|
float4 transform374_g58579 = mul(GetObjectToWorldMatrix(),IN.ase_texcoord3);
|
|
float m_WorldSpace168_g58579 = ( ( localSimpleNoise3D1_g58580 / _ColorShiftNoiseScale ) - ( ( (transform374_g58579).w - _ColorShiftWorldSpaceOffset ) / _ColorShiftWorldSpaceDistance ) );
|
|
float m_VertexColor168_g58579 = ( IN.ase_color.g - 0.5 );
|
|
float m_VertexNormal168_g58579 = ( IN.ase_normal.y - 0.5 );
|
|
float localColorShift_Modefloatswitch168_g58579 = ColorShift_Modefloatswitch168_g58579( m_switch168_g58579 , m_ObjectSpace168_g58579 , m_WorldSpace168_g58579 , m_VertexColor168_g58579 , m_VertexNormal168_g58579 );
|
|
float temp_output_112_0_g58579 = sin( ( _ColorShiftNoiseScale * PI ) );
|
|
float3 BaseColor136_g58579 = temp_output_134_0_g58579;
|
|
float2 appendResult120_g58579 = (float2(( (0.3 + (( 1.0 - temp_output_112_0_g58579 ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) * BaseColor136_g58579.x ) , 0.0));
|
|
float2 RGB146_g58579 = appendResult120_g58579;
|
|
float3 hsvTorgb122_g58579 = RGBToHSV( float3( RGB146_g58579 , 0.0 ) );
|
|
float VALUE219_g58579 = temp_output_112_0_g58579;
|
|
float3 hsvTorgb126_g58579 = HSVToRGB( float3(( ( saturate( localColorShift_Modefloatswitch168_g58579 ) * _ColorShiftVariation ) + _ColorShiftVariationRGB + hsvTorgb122_g58579 ).x,( _ColorShiftSaturation * hsvTorgb122_g58579.y ),( hsvTorgb122_g58579.z + ( VALUE219_g58579 / 40 ) )) );
|
|
float2 uv_ColorShiftMaskMap = IN.ase_texcoord2.zw * _ColorShiftMaskMap_ST.xy + _ColorShiftMaskMap_ST.zw;
|
|
float4 transform376_g58579 = mul(GetObjectToWorldMatrix(),float4( IN.ase_texcoord3.xyz , 0.0 ));
|
|
float3 temp_output_337_0_g58579 = saturate( ( 1.0 - ( (( SAMPLE_TEXTURE2D( _ColorShiftMaskMap, sampler_MainTex, uv_ColorShiftMaskMap ) * transform376_g58579 )).rgb / max( _ColorShiftMaskFuzziness , 1E-05 ) ) ) );
|
|
float3 lerpResult314_g58579 = lerp( hsvTorgb126_g58579 , BaseColor136_g58579 , temp_output_337_0_g58579);
|
|
float3 lerpResult311_g58579 = lerp( BaseColor136_g58579 , hsvTorgb126_g58579 , temp_output_337_0_g58579);
|
|
float3 lerpResult389_g58579 = lerp( lerpResult314_g58579 , lerpResult311_g58579 , _ColorShiftMaskInverted);
|
|
float3 lerpResult387_g58579 = lerp( hsvTorgb126_g58579 , lerpResult389_g58579 , _ColorShiftEnableMask);
|
|
float3 lerpResult392_g58579 = lerp( temp_output_134_0_g58579 , lerpResult387_g58579 , _ColorShiftInfluence);
|
|
float temp_output_402_0_g58579 = ( _ColorShiftEnable + ( ( _CATEGORY_COLORSHIFT + _SPACE_COLORSHIFT ) * 0.0 ) );
|
|
float3 lerpResult393_g58579 = lerp( temp_output_134_0_g58579 , lerpResult392_g58579 , temp_output_402_0_g58579);
|
|
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
float3 BaseColor = lerpResult393_g58579;
|
|
float Alpha = temp_output_98_0_g58616;
|
|
float AlphaClipThreshold = _AlphaCutoffBias;
|
|
|
|
half4 color = half4(BaseColor, Alpha );
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "DepthNormals"
|
|
Tags { "LightMode"="DepthNormalsOnly" }
|
|
|
|
ZWrite On
|
|
Blend One Zero
|
|
ZTest LEqual
|
|
ZWrite On
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#pragma multi_compile_instancing
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
#define ASE_NEEDS_VERT_TANGENT
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
|
|
|
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
|
#else
|
|
#define ASE_SV_DEPTH SV_Depth
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
|
#endif
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 worldNormal : TEXCOORD1;
|
|
float4 worldTangent : TEXCOORD2;
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 positionWS : TEXCOORD3;
|
|
#endif
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
float4 shadowCoord : TEXCOORD4;
|
|
#endif
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_BumpMap);
|
|
SAMPLER(sampler_BumpMap);
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
float3 _NormalModefloat3switch( float m_switch, float3 m_Flip, float3 m_Mirror, float3 m_None )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Flip;
|
|
else if(m_switch ==1)
|
|
return m_Mirror;
|
|
else if(m_switch ==2)
|
|
return m_None;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
{
|
|
VertexOutput o = (VertexOutput)0;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.tangentOS.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.ase_texcoord.xy;
|
|
float2 m_UV180_g58645 = v.ase_texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.ase_texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord5.xy = vertexToFrag70_g58645;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord5.zw = 0;
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
v.tangentOS = v.tangentOS;
|
|
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
|
|
|
|
float3 normalWS = TransformObjectToWorldNormal( v.normalOS );
|
|
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
o.positionWS = vertexInput.positionWS;
|
|
#endif
|
|
|
|
o.worldNormal = normalWS;
|
|
o.worldTangent = tangentWS;
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
o.positionCS = vertexInput.positionCS;
|
|
o.clipPosV = vertexInput.positionCS;
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 tangentOS : TANGENT;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.tangentOS = v.tangentOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_texcoord1 = v.ase_texcoord1;
|
|
o.ase_texcoord2 = v.ase_texcoord2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
|
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag( VertexOutput IN
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
,out float outputDepth : ASE_SV_DEPTH
|
|
#endif
|
|
, bool ase_vface : SV_IsFrontFace ) : SV_TARGET
|
|
{
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
float3 WorldPosition = IN.positionWS;
|
|
#endif
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
float3 WorldNormal = IN.worldNormal;
|
|
float4 WorldTangent = IN.worldTangent;
|
|
|
|
float4 ClipPos = IN.clipPosV;
|
|
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
ShadowCoords = IN.shadowCoord;
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
#endif
|
|
#endif
|
|
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord5.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 NORMAL_RGBA1382_g58570 = SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, UV213_g58570 );
|
|
float3 unpack1891_g58570 = UnpackNormalScale( NORMAL_RGBA1382_g58570, _NormalStrength );
|
|
unpack1891_g58570.z = lerp( 1, unpack1891_g58570.z, saturate(_NormalStrength) );
|
|
float3 temp_output_24_0_g58586 = unpack1891_g58570;
|
|
float temp_output_50_0_g58586 = _DoubleSidedNormalMode;
|
|
float m_switch64_g58586 = temp_output_50_0_g58586;
|
|
float3 m_Flip64_g58586 = float3(-1,-1,-1);
|
|
float3 m_Mirror64_g58586 = float3(1,1,-1);
|
|
float3 m_None64_g58586 = float3(1,1,1);
|
|
float3 local_NormalModefloat3switch64_g58586 = _NormalModefloat3switch( m_switch64_g58586 , m_Flip64_g58586 , m_Mirror64_g58586 , m_None64_g58586 );
|
|
float3 switchResult58_g58586 = (((ase_vface>0)?(temp_output_24_0_g58586):(( temp_output_24_0_g58586 * local_NormalModefloat3switch64_g58586 ))));
|
|
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
float3 Normal = switchResult58_g58586;
|
|
float Alpha = temp_output_98_0_g58616;
|
|
float AlphaClipThreshold = _AlphaCutoffBias;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = IN.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
|
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
|
return half4(packedNormalWS, 0.0);
|
|
#else
|
|
#if defined(_NORMALMAP)
|
|
#if _NORMAL_DROPOFF_TS
|
|
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
|
|
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
|
|
#elif _NORMAL_DROPOFF_OS
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
|
#elif _NORMAL_DROPOFF_WS
|
|
float3 normalWS = Normal;
|
|
#endif
|
|
#else
|
|
float3 normalWS = WorldNormal;
|
|
#endif
|
|
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
|
#endif
|
|
}
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "SceneSelectionPass"
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
|
|
|
Cull Off
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENESELECTIONPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.ase_texcoord.xy;
|
|
float2 m_UV180_g58645 = v.ase_texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.ase_texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord.xy = vertexToFrag70_g58645;
|
|
o.ase_texcoord1.xyz = ase_worldPos;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
o.ase_texcoord1.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_texcoord1 = v.ase_texcoord1;
|
|
o.ase_texcoord2 = v.ase_texcoord2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
|
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 ase_worldPos = IN.ase_texcoord1.xyz;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( ase_worldPos ) , ddx( ase_worldPos ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
surfaceDescription.Alpha = temp_output_98_0_g58616;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoffBias;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
|
|
Pass
|
|
{
|
|
|
|
Name "ScenePickingPass"
|
|
Tags { "LightMode"="Picking" }
|
|
|
|
AlphaToMask Off
|
|
|
|
HLSLPROGRAM
|
|
|
|
#define _NORMAL_DROPOFF_TS 1
|
|
#define ASE_FOG 1
|
|
#define ASE_TRANSMISSION 1
|
|
#define ASE_TRANSLUCENCY 1
|
|
#define _ALPHATEST_SHADOW_ON 1
|
|
#define _ALPHATEST_ON 1
|
|
#define _NORMALMAP 1
|
|
#define ASE_SRP_VERSION 120114
|
|
#define ASE_USING_SAMPLING_MACROS 1
|
|
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SCENEPICKINGPASS 1
|
|
|
|
#define ATTRIBUTES_NEED_NORMAL
|
|
#define ATTRIBUTES_NEED_TANGENT
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
|
|
|
#define ASE_NEEDS_VERT_POSITION
|
|
#define ASE_NEEDS_VERT_NORMAL
|
|
|
|
|
|
struct VertexInput
|
|
{
|
|
float4 positionOS : POSITION;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct VertexOutput
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
};
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
float4 _ColorShiftMaskMap_ST;
|
|
half4 _TransmissionColor;
|
|
half4 _BaseColor;
|
|
half4 _TranslucencyColor;
|
|
float4 _MainUVs;
|
|
float4 _AlphaRemap;
|
|
float _CATEGORY_COLORSHIFT;
|
|
half _NormalStrength;
|
|
half _DoubleSidedNormalMode;
|
|
float _MetallicStrength;
|
|
half _SmoothnessSource;
|
|
float _AlphaRemapMin;
|
|
half _SmoothnessStrength;
|
|
half _ColorShiftEnable;
|
|
half _SmoothnessFresnelScale;
|
|
half _ColorShiftInfluence;
|
|
half _SmoothnessFresnelPower;
|
|
half _SmoothnessFresnelEnable;
|
|
half _OcclusionStrengthAO;
|
|
half _OcclusionSource;
|
|
float _SPACE_COLORSHIFT;
|
|
float _AlphaRemapMax;
|
|
half _GlancingClipMode;
|
|
half _ThicknessMapInverted;
|
|
half _ThicknessStrength;
|
|
half _ThicknessFeather;
|
|
half _TranslucencyStrength;
|
|
float _SPACE_TRANSMISSION;
|
|
float _CATEGORY_TRANSLUCENCY;
|
|
half _TransmissionEnable;
|
|
half _ColorShiftEnableMask;
|
|
half _TransmissionSource;
|
|
half _TransmissionMaskStrength;
|
|
half _TransmissionMaskFeather;
|
|
half _TransmissionStrength;
|
|
half _AlphaCutoffBiasShadow;
|
|
half _AlphaCutoffBias;
|
|
float _SPACE_ALPHACLIP;
|
|
float _CATEGORY_ALPHACLIPPING;
|
|
half _TransmissionMaskInverted;
|
|
half _ColorShiftMaskInverted;
|
|
float _SPACE_TRANSLUCENCY;
|
|
half _TranslucencySource;
|
|
half _WindEnableType;
|
|
int _Cull;
|
|
float _SPACE_TRANSLUCENCYASE;
|
|
float _CATEGORY_TRANSLUCENCYASE;
|
|
float _ASETransmissionShadow;
|
|
float _ASETranslucencyStrength;
|
|
float _ASETranslucencyNormalDistortion;
|
|
half _WindGlobalIntensity;
|
|
float _ASETranslucencyScattering;
|
|
float _ASETranslucencyAmbient;
|
|
float _ASETranslucencyShadow;
|
|
float _CATEGORY_COLOR;
|
|
float _SPACE_COLOR;
|
|
float _SPACE_SURFACEINPUTS;
|
|
float _CATEGORY_SURFACEINPUTS;
|
|
float _CATEGORY_TRANSMISSION;
|
|
float _ASETranslucencyDirect;
|
|
half _WindLocalIntensity;
|
|
half _WindEnableMode;
|
|
half _WindLocalRandomOffset;
|
|
half _ColorShiftSaturation;
|
|
half _ColorShiftVariationRGB;
|
|
half _ColorShiftVariation;
|
|
half _ColorShiftWorldSpaceDistance;
|
|
half _ColorShiftWorldSpaceOffset;
|
|
half _ColorShiftWorldSpaceNoiseShift;
|
|
half _ColorShiftNoiseScale;
|
|
half _ColorShiftSource;
|
|
half _Brightness;
|
|
float _UVMode;
|
|
float _SPACE_WIND;
|
|
float _CATEGORY_WIND;
|
|
half _WindEnable;
|
|
half _WindLocalTurbulence;
|
|
half _WindGlobalTurbulence;
|
|
half _WindLocalDirection;
|
|
half _WindLocalPulseFrequency;
|
|
half _ColorShiftMaskFuzziness;
|
|
half _TranslucencyEnable;
|
|
#ifdef ASE_TRANSMISSION
|
|
float _TransmissionShadow;
|
|
#endif
|
|
#ifdef ASE_TRANSLUCENCY
|
|
float _TransStrength;
|
|
float _TransNormal;
|
|
float _TransScattering;
|
|
float _TransDirect;
|
|
float _TransAmbient;
|
|
float _TransShadow;
|
|
#endif
|
|
#ifdef ASE_TESSELLATION
|
|
float _TessPhongStrength;
|
|
float _TessValue;
|
|
float _TessMin;
|
|
float _TessMax;
|
|
float _TessEdgeLength;
|
|
float _TessMaxDisp;
|
|
#endif
|
|
CBUFFER_END
|
|
|
|
#ifdef SCENEPICKINGPASS
|
|
float4 _SelectionID;
|
|
#endif
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
int _ObjectId;
|
|
int _PassValue;
|
|
#endif
|
|
|
|
float _GlobalWindIntensity;
|
|
float _GlobalWindRandomOffset;
|
|
float _GlobalWindPulse;
|
|
float _GlobalWindDirection;
|
|
float _GlobalWindTurbulence;
|
|
TEXTURE2D(_MainTex);
|
|
SAMPLER(sampler_MainTex);
|
|
|
|
|
|
float4 mod289( float4 x )
|
|
{
|
|
return x - floor(x * (1.0 / 289.0)) * 289.0;
|
|
}
|
|
|
|
float4 perm( float4 x )
|
|
{
|
|
return mod289(((x * 34.0) + 1.0) * x);
|
|
}
|
|
|
|
float SimpleNoise3D( float3 p )
|
|
{
|
|
float3 a = floor(p);
|
|
float3 d = p - a;
|
|
d = d * d * (3.0 - 2.0 * d);
|
|
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
|
|
float4 k1 = perm(b.xyxy);
|
|
float4 k2 = perm(k1.xyxy + b.zzww);
|
|
float4 c = k2 + a.zzzz;
|
|
float4 k3 = perm(c);
|
|
float4 k4 = perm(c + 1.0);
|
|
float4 o1 = frac(k3 * (1.0 / 41.0));
|
|
float4 o2 = frac(k4 * (1.0 / 41.0));
|
|
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
|
|
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
|
|
return o4.y * d.y + o4.x * (1.0 - d.y);
|
|
}
|
|
|
|
float2 DirectionalEquation( float _WindDirection )
|
|
{
|
|
float d = _WindDirection * 0.0174532924;
|
|
float xL = cos(d) + 1 / 2;
|
|
float zL = sin(d) + 1 / 2;
|
|
return float2(zL,xL);
|
|
}
|
|
|
|
float3 Wind_Typefloat3switch2439_g58567( float m_switch, float3 m_Leaf, float3 m_Palm, float3 m_Grass, float3 m_Simple, float3 m_Ivy )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_Leaf;
|
|
else if(m_switch ==1)
|
|
return m_Palm;
|
|
else if(m_switch ==2)
|
|
return m_Grass;
|
|
else if(m_switch ==3)
|
|
return m_Simple;
|
|
else if(m_switch ==4)
|
|
return m_Ivy;
|
|
else
|
|
return float3(0,0,0);
|
|
}
|
|
|
|
float2 float2switchUVMode80_g58645( float m_switch, float2 m_UV0, float2 m_UV1, float2 m_UV2, float2 m_UV3 )
|
|
{
|
|
if(m_switch ==0)
|
|
return m_UV0;
|
|
else if(m_switch ==1)
|
|
return m_UV1;
|
|
else if(m_switch ==2)
|
|
return m_UV2;
|
|
else if(m_switch ==3)
|
|
return m_UV3;
|
|
else
|
|
return float2(0,0);
|
|
}
|
|
|
|
|
|
struct SurfaceDescription
|
|
{
|
|
float Alpha;
|
|
float AlphaClipThreshold;
|
|
};
|
|
|
|
VertexOutput VertexFunction(VertexInput v )
|
|
{
|
|
VertexOutput o;
|
|
ZERO_INITIALIZE(VertexOutput, o);
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
float m_switch2439_g58567 = _WindEnableType;
|
|
float3 VERTEX_POSITION_MATRIX2352_g58567 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
|
|
float3 break2265_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float GlobalWindIntensity3173_g58567 = _GlobalWindIntensity;
|
|
float WIND_MODE2462_g58567 = _WindEnableMode;
|
|
float lerpResult3147_g58567 = lerp( ( _WindGlobalIntensity * GlobalWindIntensity3173_g58567 ) , _WindLocalIntensity , WIND_MODE2462_g58567);
|
|
float _WIND_STRENGHT2400_g58567 = lerpResult3147_g58567;
|
|
float GlobalWindRandomOffset3174_g58567 = _GlobalWindRandomOffset;
|
|
float lerpResult3149_g58567 = lerp( GlobalWindRandomOffset3174_g58567 , _WindLocalRandomOffset , WIND_MODE2462_g58567);
|
|
float4 transform3073_g58567 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
|
|
float2 appendResult2307_g58567 = (float2(transform3073_g58567.x , transform3073_g58567.z));
|
|
float dotResult2341_g58567 = dot( appendResult2307_g58567 , float2( 12.9898,78.233 ) );
|
|
float lerpResult2238_g58567 = lerp( 0.8 , ( ( lerpResult3149_g58567 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g58567 ) * 43758.55 ) ));
|
|
float _WIND_RANDOM_OFFSET2244_g58567 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g58567 );
|
|
float _WIND_TUBULENCE_RANDOM2274_g58567 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 15.0 ) ) ) * 0.5 );
|
|
float GlobalWindPulse3177_g58567 = _GlobalWindPulse;
|
|
float lerpResult3152_g58567 = lerp( GlobalWindPulse3177_g58567 , _WindLocalPulseFrequency , WIND_MODE2462_g58567);
|
|
float _WIND_PULSE2421_g58567 = lerpResult3152_g58567;
|
|
float FUNC_Angle2470_g58567 = ( _WIND_STRENGHT2400_g58567 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 ) - ( VERTEX_POSITION_MATRIX2352_g58567.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g58567 );
|
|
float FUNC_Angle_SinA2424_g58567 = sin( FUNC_Angle2470_g58567 );
|
|
float FUNC_Angle_CosA2362_g58567 = cos( FUNC_Angle2470_g58567 );
|
|
float GlobalWindDirection3175_g58567 = _GlobalWindDirection;
|
|
float lerpResult3150_g58567 = lerp( GlobalWindDirection3175_g58567 , _WindLocalDirection , WIND_MODE2462_g58567);
|
|
float _WindDirection2249_g58567 = lerpResult3150_g58567;
|
|
float2 localDirectionalEquation2249_g58567 = DirectionalEquation( _WindDirection2249_g58567 );
|
|
float2 break2469_g58567 = localDirectionalEquation2249_g58567;
|
|
float _WIND_DIRECTION_X2418_g58567 = break2469_g58567.x;
|
|
float lerpResult2258_g58567 = lerp( break2265_g58567.x , ( ( break2265_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2265_g58567.x * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_X2418_g58567);
|
|
float3 break2340_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float3 break2233_g58567 = VERTEX_POSITION_MATRIX2352_g58567;
|
|
float _WIND_DIRECTION_Y2416_g58567 = break2469_g58567.y;
|
|
float lerpResult2275_g58567 = lerp( break2233_g58567.z , ( ( break2233_g58567.y * FUNC_Angle_SinA2424_g58567 ) + ( break2233_g58567.z * FUNC_Angle_CosA2362_g58567 ) ) , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2235_g58567 = (float3(lerpResult2258_g58567 , ( ( break2340_g58567.y * FUNC_Angle_CosA2362_g58567 ) - ( break2340_g58567.z * FUNC_Angle_SinA2424_g58567 ) ) , lerpResult2275_g58567));
|
|
float3 VERTEX_POSITION2282_g58567 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g58567 , 0.0 ) ).xyz - v.positionOS.xyz );
|
|
float3 break2518_g58567 = VERTEX_POSITION2282_g58567;
|
|
half FUNC_SinFunction2336_g58567 = sin( ( ( _WIND_RANDOM_OFFSET2244_g58567 * 200.0 * ( 0.2 + v.ase_color.g ) ) + ( v.ase_color.g * 10.0 ) + _WIND_TUBULENCE_RANDOM2274_g58567 + ( VERTEX_POSITION_MATRIX2352_g58567.z / 2.0 ) ) );
|
|
float GlobalWindTurbulence3176_g58567 = _GlobalWindTurbulence;
|
|
float lerpResult3151_g58567 = lerp( ( _WindGlobalTurbulence * GlobalWindTurbulence3176_g58567 ) , _WindLocalTurbulence , WIND_MODE2462_g58567);
|
|
float _WIND_TUBULENCE2442_g58567 = lerpResult3151_g58567;
|
|
float3 appendResult2480_g58567 = (float3(break2518_g58567.x , ( break2518_g58567.y + ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) ) , break2518_g58567.z));
|
|
float3 VERTEX_LEAF2396_g58567 = appendResult2480_g58567;
|
|
float3 m_Leaf2439_g58567 = VERTEX_LEAF2396_g58567;
|
|
float3 VERTEX_PALM2310_g58567 = ( ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) * _WIND_TUBULENCE2442_g58567 ) + VERTEX_POSITION2282_g58567 );
|
|
float3 m_Palm2439_g58567 = VERTEX_PALM2310_g58567;
|
|
float3 break2486_g58567 = VERTEX_POSITION2282_g58567;
|
|
float temp_output_2514_0_g58567 = ( FUNC_SinFunction2336_g58567 * v.ase_color.b * ( FUNC_Angle2470_g58567 + ( _WIND_STRENGHT2400_g58567 / 200.0 ) ) );
|
|
float lerpResult2482_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_X2418_g58567);
|
|
float lerpResult2484_g58567 = lerp( 0.0 , temp_output_2514_0_g58567 , _WIND_DIRECTION_Y2416_g58567);
|
|
float3 appendResult2489_g58567 = (float3(( break2486_g58567.x + lerpResult2482_g58567 ) , break2486_g58567.y , ( break2486_g58567.z + lerpResult2484_g58567 )));
|
|
float3 VERTEX_GRASS2242_g58567 = appendResult2489_g58567;
|
|
float3 m_Grass2439_g58567 = VERTEX_GRASS2242_g58567;
|
|
float3 m_Simple2439_g58567 = VERTEX_POSITION2282_g58567;
|
|
float clampResult2884_g58567 = clamp( ( _WIND_STRENGHT2400_g58567 - 0.95 ) , 0.0 , 1.0 );
|
|
float3 break2708_g58567 = VERTEX_POSITION2282_g58567;
|
|
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
|
|
float3 break2718_g58567 = ase_worldPos;
|
|
float temp_output_2690_0_g58567 = ( _WIND_RANDOM_OFFSET2244_g58567 * 25.0 );
|
|
float clampResult2691_g58567 = clamp( 25.0 , 0.2 , 0.25 );
|
|
float2 appendResult2694_g58567 = (float2(temp_output_2690_0_g58567 , ( temp_output_2690_0_g58567 / clampResult2691_g58567 )));
|
|
float3 appendResult2706_g58567 = (float3(break2708_g58567.x , ( break2708_g58567.y + cos( ( ( ( break2718_g58567.x + break2718_g58567.y + break2718_g58567.z ) * 2.0 ) + appendResult2694_g58567 + FUNC_Angle2470_g58567 + _WIND_TUBULENCE2442_g58567 ) ) ).x , break2708_g58567.z));
|
|
float3 temp_output_2613_0_g58567 = ( clampResult2884_g58567 * appendResult2706_g58567 );
|
|
float3 VERTEX_IVY997_g58567 = ( ( ( cos( temp_output_2613_0_g58567 ) + ( -0.3193 * PI ) ) * v.normalOS * 0.2 * ( FUNC_SinFunction2336_g58567 * v.ase_color.b ) ) + ( sin( temp_output_2613_0_g58567 ) * cross( v.normalOS , v.ase_tangent.xyz ) * 0.2 ) );
|
|
float3 m_Ivy2439_g58567 = VERTEX_IVY997_g58567;
|
|
float3 localWind_Typefloat3switch2439_g58567 = Wind_Typefloat3switch2439_g58567( m_switch2439_g58567 , m_Leaf2439_g58567 , m_Palm2439_g58567 , m_Grass2439_g58567 , m_Simple2439_g58567 , m_Ivy2439_g58567 );
|
|
float3 lerpResult3142_g58567 = lerp( float3(0,0,0) , localWind_Typefloat3switch2439_g58567 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
|
|
float3 temp_output_1234_0_g58570 = lerpResult3142_g58567;
|
|
|
|
float m_switch80_g58645 = _UVMode;
|
|
float2 m_UV080_g58645 = v.ase_texcoord.xy;
|
|
float2 m_UV180_g58645 = v.ase_texcoord1.xy;
|
|
float2 m_UV280_g58645 = v.ase_texcoord2.xy;
|
|
float2 m_UV380_g58645 = v.ase_texcoord3.xy;
|
|
float2 localfloat2switchUVMode80_g58645 = float2switchUVMode80_g58645( m_switch80_g58645 , m_UV080_g58645 , m_UV180_g58645 , m_UV280_g58645 , m_UV380_g58645 );
|
|
float2 temp_output_1955_0_g58570 = (_MainUVs).xy;
|
|
float2 temp_output_1953_0_g58570 = (_MainUVs).zw;
|
|
float2 Offset235_g58645 = temp_output_1953_0_g58570;
|
|
float2 temp_output_41_0_g58645 = ( ( localfloat2switchUVMode80_g58645 * temp_output_1955_0_g58570 ) + Offset235_g58645 );
|
|
float2 vertexToFrag70_g58645 = temp_output_41_0_g58645;
|
|
o.ase_texcoord.xy = vertexToFrag70_g58645;
|
|
o.ase_texcoord1.xyz = ase_worldPos;
|
|
|
|
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
|
o.ase_texcoord.zw = 0;
|
|
o.ase_texcoord1.w = 0;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
float3 defaultVertexValue = v.positionOS.xyz;
|
|
#else
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
#endif
|
|
|
|
float3 vertexValue = temp_output_1234_0_g58570;
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
v.positionOS.xyz = vertexValue;
|
|
#else
|
|
v.positionOS.xyz += vertexValue;
|
|
#endif
|
|
|
|
v.normalOS = v.normalOS;
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
|
|
o.positionCS = TransformWorldToHClip(positionWS);
|
|
|
|
return o;
|
|
}
|
|
|
|
#if defined(ASE_TESSELLATION)
|
|
struct VertexControl
|
|
{
|
|
float4 vertex : INTERNALTESSPOS;
|
|
float3 normalOS : NORMAL;
|
|
float4 ase_color : COLOR;
|
|
float4 ase_tangent : TANGENT;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
float4 ase_texcoord1 : TEXCOORD1;
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct TessellationFactors
|
|
{
|
|
float edge[3] : SV_TessFactor;
|
|
float inside : SV_InsideTessFactor;
|
|
};
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
{
|
|
VertexControl o;
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
o.vertex = v.positionOS;
|
|
o.normalOS = v.normalOS;
|
|
o.ase_color = v.ase_color;
|
|
o.ase_tangent = v.ase_tangent;
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
o.ase_texcoord1 = v.ase_texcoord1;
|
|
o.ase_texcoord2 = v.ase_texcoord2;
|
|
o.ase_texcoord3 = v.ase_texcoord3;
|
|
return o;
|
|
}
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
{
|
|
TessellationFactors o;
|
|
float4 tf = 1;
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
tf = FixedTess( tessValue );
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
#endif
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
return o;
|
|
}
|
|
|
|
[domain("tri")]
|
|
[partitioning("fractional_odd")]
|
|
[outputtopology("triangle_cw")]
|
|
[patchconstantfunc("TessellationFunction")]
|
|
[outputcontrolpoints(3)]
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
{
|
|
VertexInput o = (VertexInput) 0;
|
|
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
|
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
|
|
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
|
|
o.ase_texcoord2 = patch[0].ase_texcoord2 * bary.x + patch[1].ase_texcoord2 * bary.y + patch[2].ase_texcoord2 * bary.z;
|
|
o.ase_texcoord3 = patch[0].ase_texcoord3 * bary.x + patch[1].ase_texcoord3 * bary.y + patch[2].ase_texcoord3 * bary.z;
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
float3 pp[3];
|
|
for (int i = 0; i < 3; ++i)
|
|
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
|
|
float phongStrength = _TessPhongStrength;
|
|
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
|
|
#endif
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
return VertexFunction(o);
|
|
}
|
|
#else
|
|
VertexOutput vert ( VertexInput v )
|
|
{
|
|
return VertexFunction( v );
|
|
}
|
|
#endif
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
float2 vertexToFrag70_g58645 = IN.ase_texcoord.xy;
|
|
float2 UV213_g58570 = vertexToFrag70_g58645;
|
|
float4 tex2DNode2048_g58570 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, UV213_g58570 );
|
|
float temp_output_22_0_g58616 = tex2DNode2048_g58570.a;
|
|
float temp_output_22_0_g58618 = temp_output_22_0_g58616;
|
|
float3 ase_worldPos = IN.ase_texcoord1.xyz;
|
|
float3 temp_output_95_0_g58620 = cross( ddy( ase_worldPos ) , ddx( ase_worldPos ) );
|
|
float3 normalizeResult96_g58620 = normalize( temp_output_95_0_g58620 );
|
|
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
|
|
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
|
|
float dotResult74_g58616 = dot( normalizeResult96_g58620 , ase_worldViewDir );
|
|
float temp_output_76_0_g58616 = ( 1.0 - abs( dotResult74_g58616 ) );
|
|
#ifdef UNITY_PASS_SHADOWCASTER
|
|
float staticSwitch281_g58616 = 1.0;
|
|
#else
|
|
float staticSwitch281_g58616 = ( 1.0 - ( temp_output_76_0_g58616 * temp_output_76_0_g58616 ) );
|
|
#endif
|
|
float lerpResult80_g58616 = lerp( 1.0 , staticSwitch281_g58616 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
|
|
float temp_output_98_0_g58616 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g58618 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g58618 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g58616 );
|
|
|
|
|
|
surfaceDescription.Alpha = temp_output_98_0_g58616;
|
|
surfaceDescription.AlphaClipThreshold = _AlphaCutoffBias;
|
|
|
|
#if _ALPHATEST_ON
|
|
float alphaClipThreshold = 0.01f;
|
|
#if ALPHA_CLIP_THRESHOLD
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
|
#endif
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
|
#endif
|
|
|
|
half4 outColor = 0;
|
|
|
|
#ifdef SCENESELECTIONPASS
|
|
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
|
|
#elif defined(SCENEPICKINGPASS)
|
|
outColor = _SelectionID;
|
|
#endif
|
|
|
|
return outColor;
|
|
}
|
|
|
|
ENDHLSL
|
|
}
|
|
|
|
}
|
|
|
|
CustomEditor "ALP8310_ShaderGUI"
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
|
|
|
Fallback Off
|
|
}
|
|
/*ASEBEGIN
|
|
Version=19303
|
|
Node;AmplifyShaderEditor.CommentaryNode;2909;-4409.182,-4285.391;Inherit;False;327.9829;621.4482;TRANSLUCENCY ASE;7;2912;2913;2914;2915;2916;2917;2918;;0,0,0,1;0;0
|
|
Node;AmplifyShaderEditor.FunctionNode;2871;-4640,-3584;Inherit;False;DESF Weather Wind;168;;58567;b135a554f7e4d0b41bba02c61b34ae74;5,3133,1,2371,1,2432,1,3138,0,3139,0;0;1;FLOAT3;2190
|
|
Node;AmplifyShaderEditor.StickyNoteNode;2910;-4768.354,-4280.409;Inherit;False;329.998;401.4002;;;0,0,0,1;_ASETransmissionShadow$$_ASETranslucencyStrength$_ASETranslucencyNormalDistortion$_ASETranslucencyScattering$_ASETranslucencyDirect$_ASETranslucencyAmbient$_ASETranslucencyShadow;0;0
|
|
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WireConnection;2921;5;2879;34
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ASEEND*/
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//CHKSM=7343E9B1FF858F0B1C23B54AAD343F0FC4AFC0FB |