ToriaAssets/Sources/Shaders/ALP Billboard Cross Wind.shader
2026-05-19 12:20:15 +02:00

5136 lines
218 KiB
GLSL

// Made with Amplify Shader Editor v1.9.3.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ALP/Billboard Cross Wind"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector][Enum(Front,2,Back,1,Both,0)]_Cull("Render Face", Int) = 0
[DE_DrawerCategory(ALPHA CLIPPING,true,_GlancingClipMode,0,0)]_CATEGORY_ALPHACLIPPING("CATEGORY_ALPHACLIPPING", Float) = 0
[DE_DrawerToggleLeft]_GlancingClipMode("Enable Clip Glancing Angle", Float) = 0
[DE_DrawerSliderSimple(_AlphaRemapMin, _AlphaRemapMax,0, 1)]_AlphaRemap("Alpha Remapping", Vector) = (0,1,0,0)
[HideInInspector]_AlphaRemapMin("AlphaRemapMin", Float) = 0
[HideInInspector]_AlphaRemapMax("AlphaRemapMax", Float) = 1
_AlphaCutoffBias("Alpha Cutoff Bias", Range( 0 , 1)) = 0.5
_AlphaCutoffBiasShadow("Alpha Cutoff Bias Shadow", Range( 0.01 , 1)) = 0.5
[DE_DrawerSpace(10)]_SPACE_ALPHACLIP("SPACE_ALPHACLIP", Float) = 0
[DE_DrawerCategory(SURFACE INPUTS,true,_MainTex,0,0)]_CATEGORY_SURFACEINPUTS("CATEGORY_SURFACE INPUTS", Float) = 1
_BaseColor("Base Color", Color) = (1,1,1,0)
_Brightness("Brightness", Range( 0 , 2)) = 1
[DE_DrawerTextureSingleLine]_MainTex("Base Map", 2D) = "white" {}
[DE_DrawerFloatEnum(UV0 _UV1 _UV2 _UV3)]_UVMode("UV Mode", Float) = 0
[DE_DrawerTilingOffset]_MainUVs("Main UVs", Vector) = (1,1,0,0)
[Space(10)]_MetallicStrength("Metallic Strength", Range( 0 , 1)) = 0
_SmoothnessStrength("Smoothness Strength", Range( 0 , 1)) = 0
[DE_DrawerToggleNoKeyword]_SmoothnessFresnelEnable("Enable Fresnel", Float) = 0
_SmoothnessFresnelScale("Fresnel Scale", Range( 0 , 3)) = 1.1
_SmoothnessFresnelPower("Fresnel Power", Range( 0 , 20)) = 10
_OcclusionStrengthAO("Occlusion Strength", Range( 0 , 1)) = 0
[Normal][DE_DrawerTextureSingleLine]_BumpMap("Normal Map", 2D) = "bump" {}
[DE_DrawerFloatEnum(Flip _Mirror _None)]_DoubleSidedNormalMode("Normal Mode", Float) = 0
_NormalStrength("Normal Strength", Float) = 1
[DE_DrawerSpace(10)]_SPACE_SURFACEINPUTS("SPACE_SURFACE INPUTS", Float) = 0
[DE_DrawerCategory(WIND,true,_WindEnable,0,0)]_CATEGORY_WIND("CATEGORY_WIND", Float) = 0
[DE_DrawerToggleLeft]_WindEnable("ENABLE WIND", Float) = 0
[DE_DrawerFloatEnum(Global _Local)]_WindEnableMode("Enable Wind Mode", Float) = 0
[Header(WIND GLOBAL)]_WindGlobalIntensity("Wind Intensity", Float) = 1
[Header(WIND LOCAL)]_WindLocalIntensity("Local Wind Intensity", Float) = 1
_WindLocalPulseFrequency("Local Wind Pulse Frequency", Float) = 0.1
_WindLocalRandomOffset("Local Random Offset", Float) = 0.2
_WindLocalDirection("Local Wind Direction", Range( 0 , 360)) = 0
[DE_DrawerSpace(10)]_SPACE_WIND("SPACE_WIND", Float) = 0
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
Cull [_Cull]
ZWrite On
ZTest LEqual
Offset 0 , 0
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.5
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_VERT_TANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_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 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float4 ase_texcoord8 : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
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);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.tangentOS.xyz = normalize( mul( float4( v.tangentOS.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float4 appendResult986_g57765 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.texcoord.xy;
float2 m_UV180_g57775 = v.texcoord1.xy;
float2 m_UV280_g57775 = v.texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord8.xy = vertexToFrag70_g57775;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord8.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
v.tangentOS = appendResult986_g57765;
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 );
float2 vertexToFrag70_g57775 = IN.ase_texcoord8.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float3 temp_output_28_0_g57765 = ( (_BaseColor).rgb * (tex2DNode3_g57765).rgb * _Brightness );
float3 unpack748_g57765 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, vertexToFrag70_g57775 ), _NormalStrength );
unpack748_g57765.z = lerp( 1, unpack748_g57765.z, saturate(_NormalStrength) );
float3 temp_output_24_0_g57779 = unpack748_g57765;
float temp_output_50_0_g57779 = _DoubleSidedNormalMode;
float m_switch64_g57779 = temp_output_50_0_g57779;
float3 m_Flip64_g57779 = float3(-1,-1,-1);
float3 m_Mirror64_g57779 = float3(1,1,-1);
float3 m_None64_g57779 = float3(1,1,1);
float3 local_NormalModefloat3switch64_g57779 = _NormalModefloat3switch( m_switch64_g57779 , m_Flip64_g57779 , m_Mirror64_g57779 , m_None64_g57779 );
float3 switchResult58_g57779 = (((ase_vface>0)?(temp_output_24_0_g57779):(( temp_output_24_0_g57779 * local_NormalModefloat3switch64_g57779 ))));
float2 appendResult899_g57765 = (float2(WorldViewDirection.xy));
float3 appendResult898_g57765 = (float3(appendResult899_g57765 , ( WorldViewDirection.z / 1.06 )));
float3 break928_g57765 = unpack748_g57765;
float3 normalizeResult934_g57765 = normalize( ( ( WorldTangent * break928_g57765.x ) + ( WorldBiTangent * break928_g57765.y ) + ( WorldNormal * break928_g57765.z ) ) );
float3 Normal_Per_Pixel937_g57765 = normalizeResult934_g57765;
float fresnelNdotV896_g57765 = dot( normalize( Normal_Per_Pixel937_g57765 ), appendResult898_g57765 );
float fresnelNode896_g57765 = ( 0.0 + ( 1.0 - _SmoothnessFresnelScale ) * pow( max( 1.0 - fresnelNdotV896_g57765 , 0.0001 ), _SmoothnessFresnelPower ) );
float lerpResult895_g57765 = lerp( _SmoothnessStrength , ( _SmoothnessStrength - fresnelNode896_g57765 ) , _SmoothnessFresnelEnable);
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , WorldViewDirection );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float3 BaseColor = temp_output_28_0_g57765;
float3 Normal = switchResult58_g57779;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = _MetallicStrength;
float Smoothness = saturate( lerpResult895_g57765 );
float Occlusion = saturate( ( 1.0 - _OcclusionStrengthAO ) );
float Alpha = temp_output_98_0_g57766;
float AlphaClipThreshold = _AlphaCutoffBias;
float AlphaClipThresholdShadow = _AlphaCutoffBiasShadow;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _CLEARCOAT
float CoatMask = 0;
float CoatSmoothness = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = ShadowCoords;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef ASE_FOG
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
#endif
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#endif
SurfaceData surfaceData;
surfaceData.albedo = BaseColor;
surfaceData.metallic = saturate(Metallic);
surfaceData.specular = Specular;
surfaceData.smoothness = saturate(Smoothness),
surfaceData.occlusion = Occlusion,
surfaceData.emission = Emission,
surfaceData.alpha = saturate(Alpha);
surfaceData.normalTS = Normal;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
#ifdef _CLEARCOAT
surfaceData.clearCoatMask = saturate(CoatMask);
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
#endif
#ifdef _DBUFFER
ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData);
#endif
half4 color = UniversalFragmentPBR( inputData, surfaceData);
#ifdef ASE_TRANSMISSION
{
float shadow = _TransmissionShadow;
Light mainLight = GetMainLight( inputData.shadowCoord );
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
color.rgb += BaseColor * mainTransmission;
#ifdef _ADDITIONAL_LIGHTS
int transPixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < transPixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
float3 atten = light.color * light.distanceAttenuation;
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
color.rgb += BaseColor * transmission;
}
#endif
}
#endif
#ifdef ASE_TRANSLUCENCY
{
float shadow = _TransShadow;
float normal = _TransNormal;
float scattering = _TransScattering;
float direct = _TransDirect;
float ambient = _TransAmbient;
float strength = _TransStrength;
Light mainLight = GetMainLight( inputData.shadowCoord );
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
color.rgb += BaseColor * mainTranslucency * strength;
#ifdef _ADDITIONAL_LIGHTS
int transPixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < transPixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
float3 atten = light.color * light.distanceAttenuation;
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
half3 lightDir = light.direction + inputData.normalWS * normal;
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
color.rgb += BaseColor * translucency * strength;
}
#endif
}
#endif
#ifdef ASE_REFRACTION
float4 projScreenPos = ScreenPos / ScreenPos.w;
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
color.rgb = lerp( refraction, color.rgb, color.a );
color.a = 1;
#endif
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_FOG
#ifdef TERRAIN_SPLAT_ADDPASS
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
#else
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
#endif
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _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_tangent : 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;
#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 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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 );
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.ase_texcoord.xy;
float2 m_UV180_g57775 = v.ase_texcoord1.xy;
float2 m_UV280_g57775 = v.ase_texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord3.xy = vertexToFrag70_g57775;
//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 = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
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_tangent : 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.ase_tangent = v.ase_tangent;
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.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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
) : 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_g57775 = IN.ase_texcoord3.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float Alpha = temp_output_98_0_g57766;
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 _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_tangent : 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;
#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 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.ase_texcoord.xy;
float2 m_UV180_g57775 = v.ase_texcoord1.xy;
float2 m_UV280_g57775 = v.ase_texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord3.xy = vertexToFrag70_g57775;
//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 = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
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_tangent : 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.ase_tangent = v.ase_tangent;
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.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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
) : 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_g57775 = IN.ase_texcoord3.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float Alpha = temp_output_98_0_g57766;
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 _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
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_tangent : TANGENT;
float4 ase_color : COLOR;
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.texcoord0.xy;
float2 m_UV180_g57775 = v.texcoord1.xy;
float2 m_UV280_g57775 = v.texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord4.xy = vertexToFrag70_g57775;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord4.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#ifdef EDITOR_VISUALIZATION
float2 VizUV = 0;
float4 LightCoord = 0;
UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
o.VizUV = float4(VizUV, 0, 0);
o.LightCoord = LightCoord;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_tangent : TANGENT;
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.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.ase_tangent = v.ase_tangent;
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.texcoord0 = patch[0].texcoord0 * bary.x + patch[1].texcoord0 * bary.y + patch[2].texcoord0 * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
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 ) : 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
float2 vertexToFrag70_g57775 = IN.ase_texcoord4.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float3 temp_output_28_0_g57765 = ( (_BaseColor).rgb * (tex2DNode3_g57765).rgb * _Brightness );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float3 BaseColor = temp_output_28_0_g57765;
float3 Emission = 0;
float Alpha = temp_output_98_0_g57766;
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 _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
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_tangent : 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
{
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;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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 );
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.ase_texcoord.xy;
float2 m_UV180_g57775 = v.ase_texcoord1.xy;
float2 m_UV280_g57775 = v.ase_texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord2.xy = vertexToFrag70_g57775;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
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_tangent : 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.ase_tangent = v.ase_tangent;
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.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 ) : 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
float2 vertexToFrag70_g57775 = IN.ase_texcoord2.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float3 temp_output_28_0_g57765 = ( (_BaseColor).rgb * (tex2DNode3_g57765).rgb * _Brightness );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float3 BaseColor = temp_output_28_0_g57765;
float Alpha = temp_output_98_0_g57766;
float AlphaClipThreshold = _AlphaCutoffBias;
half4 color = half4(BaseColor, Alpha );
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormals" }
ZWrite On
Blend One Zero
ZTest LEqual
ZWrite On
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _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 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.tangentOS.xyz = normalize( mul( float4( v.tangentOS.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float4 appendResult986_g57765 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.ase_texcoord.xy;
float2 m_UV180_g57775 = v.ase_texcoord1.xy;
float2 m_UV280_g57775 = v.ase_texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord5.xy = vertexToFrag70_g57775;
//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 = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
v.tangentOS = appendResult986_g57765;
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_g57775 = IN.ase_texcoord5.xy;
float3 unpack748_g57765 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, vertexToFrag70_g57775 ), _NormalStrength );
unpack748_g57765.z = lerp( 1, unpack748_g57765.z, saturate(_NormalStrength) );
float3 temp_output_24_0_g57779 = unpack748_g57765;
float temp_output_50_0_g57779 = _DoubleSidedNormalMode;
float m_switch64_g57779 = temp_output_50_0_g57779;
float3 m_Flip64_g57779 = float3(-1,-1,-1);
float3 m_Mirror64_g57779 = float3(1,1,-1);
float3 m_None64_g57779 = float3(1,1,1);
float3 local_NormalModefloat3switch64_g57779 = _NormalModefloat3switch( m_switch64_g57779 , m_Flip64_g57779 , m_Mirror64_g57779 , m_None64_g57779 );
float3 switchResult58_g57779 = (((ase_vface>0)?(temp_output_24_0_g57779):(( temp_output_24_0_g57779 * local_NormalModefloat3switch64_g57779 ))));
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float3 Normal = switchResult58_g57779;
float Alpha = temp_output_98_0_g57766;
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 "GBuffer"
Tags { "LightMode"="UniversalGBuffer" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _ALPHATEST_SHADOW_ON 1
#define _ALPHATEST_ON 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define ASE_USING_SAMPLING_MACROS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_GBUFFER
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_VERT_TANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_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 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float4 ase_texcoord8 : TEXCOORD8;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
TEXTURE2D(_BumpMap);
SAMPLER(sampler_BumpMap);
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
float4 mod289( float4 x )
{
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
float4 perm( float4 x )
{
return mod289(((x * 34.0) + 1.0) * x);
}
float SimpleNoise3D( float3 p )
{
float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
float4 b = a.xxyy + float4(0.0, 1.0, 0.0, 1.0);
float4 k1 = perm(b.xyxy);
float4 k2 = perm(k1.xyxy + b.zzww);
float4 c = k2 + a.zzzz;
float4 k3 = perm(c);
float4 k4 = perm(c + 1.0);
float4 o1 = frac(k3 * (1.0 / 41.0));
float4 o2 = frac(k4 * (1.0 / 41.0));
float4 o3 = o2 * d.z + o1 * (1.0 - d.z);
float2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
float2 DirectionalEquation( float _WindDirection )
{
float d = _WindDirection * 0.0174532924;
float xL = cos(d) + 1 / 2;
float zL = sin(d) + 1 / 2;
return float2(zL,xL);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.tangentOS.xyz = normalize( mul( float4( v.tangentOS.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float4 appendResult986_g57765 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.texcoord.xy;
float2 m_UV180_g57775 = v.texcoord1.xy;
float2 m_UV280_g57775 = v.texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord8.xy = vertexToFrag70_g57775;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord8.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
v.tangentOS = appendResult986_g57765;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
o.fogFactorAndVertexLight = half4(0, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_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
FragmentOutput frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
, bool ase_vface : SV_IsFrontFace )
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#else
ShadowCoords = float4(0, 0, 0, 0);
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 vertexToFrag70_g57775 = IN.ase_texcoord8.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float3 temp_output_28_0_g57765 = ( (_BaseColor).rgb * (tex2DNode3_g57765).rgb * _Brightness );
float3 unpack748_g57765 = UnpackNormalScale( SAMPLE_TEXTURE2D( _BumpMap, sampler_BumpMap, vertexToFrag70_g57775 ), _NormalStrength );
unpack748_g57765.z = lerp( 1, unpack748_g57765.z, saturate(_NormalStrength) );
float3 temp_output_24_0_g57779 = unpack748_g57765;
float temp_output_50_0_g57779 = _DoubleSidedNormalMode;
float m_switch64_g57779 = temp_output_50_0_g57779;
float3 m_Flip64_g57779 = float3(-1,-1,-1);
float3 m_Mirror64_g57779 = float3(1,1,-1);
float3 m_None64_g57779 = float3(1,1,1);
float3 local_NormalModefloat3switch64_g57779 = _NormalModefloat3switch( m_switch64_g57779 , m_Flip64_g57779 , m_Mirror64_g57779 , m_None64_g57779 );
float3 switchResult58_g57779 = (((ase_vface>0)?(temp_output_24_0_g57779):(( temp_output_24_0_g57779 * local_NormalModefloat3switch64_g57779 ))));
float2 appendResult899_g57765 = (float2(WorldViewDirection.xy));
float3 appendResult898_g57765 = (float3(appendResult899_g57765 , ( WorldViewDirection.z / 1.06 )));
float3 break928_g57765 = unpack748_g57765;
float3 normalizeResult934_g57765 = normalize( ( ( WorldTangent * break928_g57765.x ) + ( WorldBiTangent * break928_g57765.y ) + ( WorldNormal * break928_g57765.z ) ) );
float3 Normal_Per_Pixel937_g57765 = normalizeResult934_g57765;
float fresnelNdotV896_g57765 = dot( normalize( Normal_Per_Pixel937_g57765 ), appendResult898_g57765 );
float fresnelNode896_g57765 = ( 0.0 + ( 1.0 - _SmoothnessFresnelScale ) * pow( max( 1.0 - fresnelNdotV896_g57765 , 0.0001 ), _SmoothnessFresnelPower ) );
float lerpResult895_g57765 = lerp( _SmoothnessStrength , ( _SmoothnessStrength - fresnelNode896_g57765 ) , _SmoothnessFresnelEnable);
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 temp_output_95_0_g57770 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , WorldViewDirection );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
float3 BaseColor = temp_output_28_0_g57765;
float3 Normal = switchResult58_g57779;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = _MetallicStrength;
float Smoothness = saturate( lerpResult895_g57765 );
float Occlusion = saturate( ( 1.0 - _OcclusionStrengthAO ) );
float Alpha = temp_output_98_0_g57766;
float AlphaClipThreshold = _AlphaCutoffBias;
float AlphaClipThresholdShadow = _AlphaCutoffBiasShadow;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = IN.positionCS;
inputData.shadowCoord = ShadowCoords;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
#else
inputData.normalWS = WorldNormal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#else
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#endif
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(IN.positionCS,
BaseColor,
Specular,
inputData.normalWS,
Metallic,
Occlusion,
Smoothness);
#endif
BRDFData brdfData;
InitializeBRDFData
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
half4 color;
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
color.a = Alpha;
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _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_tangent : 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
{
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 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.ase_texcoord.xy;
float2 m_UV180_g57775 = v.ase_texcoord1.xy;
float2 m_UV280_g57775 = v.ase_texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord.xy = vertexToFrag70_g57775;
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 = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
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_tangent : 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.ase_tangent = v.ase_tangent;
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.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 vertexToFrag70_g57775 = IN.ase_texcoord.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 temp_output_95_0_g57770 = cross( ddy( ase_worldPos ) , ddx( ase_worldPos ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
surfaceDescription.Alpha = temp_output_98_0_g57766;
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 _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_tangent : 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
{
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 _AlphaRemap;
half4 _BaseColor;
float4 _MainUVs;
float _CATEGORY_SURFACEINPUTS;
float _SPACE_ALPHACLIP;
float _CATEGORY_ALPHACLIPPING;
half _GlancingClipMode;
float _AlphaRemapMax;
float _AlphaRemapMin;
half _OcclusionStrengthAO;
half _SmoothnessFresnelEnable;
half _SmoothnessFresnelPower;
half _SmoothnessFresnelScale;
half _SmoothnessStrength;
float _MetallicStrength;
half _DoubleSidedNormalMode;
half _Brightness;
half _AlphaCutoffBias;
float _UVMode;
float _SPACE_WIND;
float _CATEGORY_WIND;
half _WindEnable;
half _WindLocalDirection;
half _WindLocalPulseFrequency;
half _WindLocalRandomOffset;
half _WindEnableMode;
half _WindLocalIntensity;
half _WindGlobalIntensity;
int _Cull;
float _SPACE_SURFACEINPUTS;
half _NormalStrength;
half _AlphaCutoffBiasShadow;
#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 _GlobalWindBillboardIntensity;
float _GlobalWindIntensity;
float _GlobalWindRandomOffset;
float _GlobalWindPulse;
float _GlobalWindDirection;
float _GlobalWindBillboardEnabled;
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);
}
float2 float2switchUVMode80_g57775( 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);
//Calculate new billboard vertex position and normal;
float3 upCamVec = float3( 0, 1, 0 );
float3 forwardCamVec = -normalize ( UNITY_MATRIX_V._m20_m21_m22 );
float3 rightCamVec = normalize( UNITY_MATRIX_V._m00_m01_m02 );
float4x4 rotationCamMatrix = float4x4( rightCamVec, 0, upCamVec, 0, forwardCamVec, 0, 0, 0, 0, 1 );
v.normalOS = normalize( mul( float4( v.normalOS , 0 ), rotationCamMatrix )).xyz;
v.ase_tangent.xyz = normalize( mul( float4( v.ase_tangent.xyz , 0 ), rotationCamMatrix )).xyz;
//This unfortunately must be made to take non-uniform scaling into account;
//Transform to world coords, apply rotation and transform back to local;
v.positionOS = mul( v.positionOS , unity_ObjectToWorld );
v.positionOS = mul( v.positionOS , rotationCamMatrix );
v.positionOS = mul( v.positionOS , unity_WorldToObject );
float3 temp_output_17_0_g57783 = 0;
float3 localVetexOffsetSRP26_g57783 = ( temp_output_17_0_g57783 );
float3 VERTEX_POSITION_MATRIX2352_g57762 = mul( GetObjectToWorldMatrix(), float4( v.positionOS.xyz , 0.0 ) ).xyz;
float3 break2265_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float GlobalWindBillboardIntensity3181_g57762 = _GlobalWindBillboardIntensity;
float GlobalWindIntensity3173_g57762 = _GlobalWindIntensity;
float WIND_MODE2462_g57762 = _WindEnableMode;
float lerpResult3148_g57762 = lerp( ( ( _WindGlobalIntensity * GlobalWindBillboardIntensity3181_g57762 ) * GlobalWindIntensity3173_g57762 ) , _WindLocalIntensity , WIND_MODE2462_g57762);
float _WIND_STRENGHT2400_g57762 = lerpResult3148_g57762;
float GlobalWindRandomOffset3174_g57762 = _GlobalWindRandomOffset;
float lerpResult3149_g57762 = lerp( GlobalWindRandomOffset3174_g57762 , _WindLocalRandomOffset , WIND_MODE2462_g57762);
float4 transform3073_g57762 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult2307_g57762 = (float2(transform3073_g57762.x , transform3073_g57762.z));
float dotResult2341_g57762 = dot( appendResult2307_g57762 , float2( 12.9898,78.233 ) );
float lerpResult2238_g57762 = lerp( 0.8 , ( ( lerpResult3149_g57762 / 2.0 ) + 0.9 ) , frac( ( sin( dotResult2341_g57762 ) * 43758.55 ) ));
float _WIND_RANDOM_OFFSET2244_g57762 = ( ( _TimeParameters.x * 0.05 ) * lerpResult2238_g57762 );
float _WIND_TUBULENCE_RANDOM2274_g57762 = ( sin( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 40.0 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 15.0 ) ) ) * 0.5 );
float GlobalWindPulse3177_g57762 = _GlobalWindPulse;
float lerpResult3152_g57762 = lerp( GlobalWindPulse3177_g57762 , _WindLocalPulseFrequency , WIND_MODE2462_g57762);
float _WIND_PULSE2421_g57762 = lerpResult3152_g57762;
float FUNC_Angle2470_g57762 = ( _WIND_STRENGHT2400_g57762 * ( 1.0 + sin( ( ( ( ( _WIND_RANDOM_OFFSET2244_g57762 * 2.0 ) + _WIND_TUBULENCE_RANDOM2274_g57762 ) - ( VERTEX_POSITION_MATRIX2352_g57762.z / 50.0 ) ) - ( v.ase_color.r / 20.0 ) ) ) ) * sqrt( v.ase_color.r ) * _WIND_PULSE2421_g57762 );
float FUNC_Angle_SinA2424_g57762 = sin( FUNC_Angle2470_g57762 );
float FUNC_Angle_CosA2362_g57762 = cos( FUNC_Angle2470_g57762 );
float GlobalWindDirection3175_g57762 = _GlobalWindDirection;
float lerpResult3150_g57762 = lerp( GlobalWindDirection3175_g57762 , _WindLocalDirection , WIND_MODE2462_g57762);
float _WindDirection2249_g57762 = lerpResult3150_g57762;
float2 localDirectionalEquation2249_g57762 = DirectionalEquation( _WindDirection2249_g57762 );
float2 break2469_g57762 = localDirectionalEquation2249_g57762;
float _WIND_DIRECTION_X2418_g57762 = break2469_g57762.x;
float lerpResult2258_g57762 = lerp( break2265_g57762.x , ( ( break2265_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2265_g57762.x * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_X2418_g57762);
float3 break2340_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float3 break2233_g57762 = VERTEX_POSITION_MATRIX2352_g57762;
float _WIND_DIRECTION_Y2416_g57762 = break2469_g57762.y;
float lerpResult2275_g57762 = lerp( break2233_g57762.z , ( ( break2233_g57762.y * FUNC_Angle_SinA2424_g57762 ) + ( break2233_g57762.z * FUNC_Angle_CosA2362_g57762 ) ) , _WIND_DIRECTION_Y2416_g57762);
float3 appendResult2235_g57762 = (float3(lerpResult2258_g57762 , ( ( break2340_g57762.y * FUNC_Angle_CosA2362_g57762 ) - ( break2340_g57762.z * FUNC_Angle_SinA2424_g57762 ) ) , lerpResult2275_g57762));
float3 VERTEX_POSITION_Neg3006_g57762 = appendResult2235_g57762;
float GlobalWindBillboardEnabled3180_g57762 = _GlobalWindBillboardEnabled;
float3 lerpResult3153_g57762 = lerp( float3(0,0,0) , ( VERTEX_POSITION_Neg3006_g57762 - VERTEX_POSITION_MATRIX2352_g57762 ) , GlobalWindBillboardEnabled3180_g57762);
float3 VERTEX_POSITION2282_g57762 = ( mul( GetWorldToObjectMatrix(), float4( appendResult2235_g57762 , 0.0 ) ).xyz - v.positionOS.xyz );
float3 lerpResult3146_g57762 = lerp( lerpResult3153_g57762 , VERTEX_POSITION2282_g57762 , _WindEnableMode);
float WindEnable3144_g57762 = _WindEnable;
float3 lerpResult3143_g57762 = lerp( VERTEX_POSITION_MATRIX2352_g57762 , lerpResult3146_g57762 , WindEnable3144_g57762);
float3 lerpResult3142_g57762 = lerp( float3(0,0,0) , lerpResult3143_g57762 , ( _WindEnable + ( ( _CATEGORY_WIND + _SPACE_WIND ) * 0.0 ) ));
float3 temp_output_18_0_g57783 = lerpResult3142_g57762;
{
v.positionOS.xyz += temp_output_18_0_g57783;
}
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 normalizedWorldNormal = normalize( ase_worldNormal );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult982_g57765 = dot( normalizedWorldNormal , ase_worldViewDir );
float3 lerpResult989_g57765 = lerp( v.normalOS , -v.normalOS , step( dotResult982_g57765 , -1.0 ));
float m_switch80_g57775 = _UVMode;
float2 m_UV080_g57775 = v.ase_texcoord.xy;
float2 m_UV180_g57775 = v.ase_texcoord1.xy;
float2 m_UV280_g57775 = v.ase_texcoord2.xy;
float2 m_UV380_g57775 = v.ase_texcoord3.xy;
float2 localfloat2switchUVMode80_g57775 = float2switchUVMode80_g57775( m_switch80_g57775 , m_UV080_g57775 , m_UV180_g57775 , m_UV280_g57775 , m_UV380_g57775 );
float2 Offset235_g57775 = (_MainUVs).zw;
float2 temp_output_41_0_g57775 = ( ( localfloat2switchUVMode80_g57775 * (_MainUVs).xy ) + Offset235_g57775 );
float2 vertexToFrag70_g57775 = temp_output_41_0_g57775;
o.ase_texcoord.xy = vertexToFrag70_g57775;
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 = localVetexOffsetSRP26_g57783;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult989_g57765;
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_tangent : 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.ase_tangent = v.ase_tangent;
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.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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 ) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float2 vertexToFrag70_g57775 = IN.ase_texcoord.xy;
float4 tex2DNode3_g57765 = SAMPLE_TEXTURE2D( _MainTex, sampler_MainTex, vertexToFrag70_g57775 );
float temp_output_22_0_g57766 = tex2DNode3_g57765.a;
float temp_output_22_0_g57768 = temp_output_22_0_g57766;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 temp_output_95_0_g57770 = cross( ddy( ase_worldPos ) , ddx( ase_worldPos ) );
float3 normalizeResult96_g57770 = normalize( temp_output_95_0_g57770 );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = SafeNormalize( ase_worldViewDir );
float dotResult74_g57766 = dot( normalizeResult96_g57770 , ase_worldViewDir );
float temp_output_76_0_g57766 = ( 1.0 - abs( dotResult74_g57766 ) );
#ifdef UNITY_PASS_SHADOWCASTER
float staticSwitch281_g57766 = 1.0;
#else
float staticSwitch281_g57766 = ( 1.0 - ( temp_output_76_0_g57766 * temp_output_76_0_g57766 ) );
#endif
float lerpResult80_g57766 = lerp( 1.0 , staticSwitch281_g57766 , ( _GlancingClipMode + ( ( _CATEGORY_ALPHACLIPPING + _SPACE_ALPHACLIP ) * 0.0 ) ));
float temp_output_98_0_g57766 = ( ( (0.0 + (( 1.0 - temp_output_22_0_g57768 ) - 0.0) * (( _AlphaRemapMin + ( _AlphaRemap.x * 0.0 ) ) - 0.0) / (1.0 - 0.0)) + (0.0 + (temp_output_22_0_g57768 - 0.0) * (_AlphaRemapMax - 0.0) / (1.0 - 0.0)) ) * lerpResult80_g57766 );
surfaceDescription.Alpha = temp_output_98_0_g57766;
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
}
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