ToriaAssets/Sources/Shaders/ALP Water Gestner Waves.shader
2026-05-19 12:20:15 +02:00

5927 lines
326 KiB
GLSL

// Made with Amplify Shader Editor v1.9.3.3
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ALP/Water Gestner Waves"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector][Enum(Front,2,Back,1,Both,0)]_Cull("Render Face", Int) = 2
[DE_DrawerCategory(COLOR WATER LAYERS,true,_WaterShorelineTint,0,0)]_CATEGORY_COLORWATERLAYERS("CATEGORY_COLOR WATER LAYERS", Float) = 1
[HDR]_WaterShorelineTint("Shoreline Tint", Color) = (0.2784314,0.4235294,0.4431373,1)
_WaterShorelineDepth("Shoreline Depth", Range( 0 , 100)) = 40
_WaterShorelineOffset("Shoreline Offset", Range( -1 , 1)) = 0.1
[HDR]_WaterMidwaterTint("Midwater Tint", Color) = (0.1490196,0.4235294,0.4705882,1)
[HDR]_WaterDepthTint("Depth Tint", Color) = (0.1960784,0.4313726,0.509804,1)
_WaterDepthOffset("Depth Offset", Range( 0 , 10)) = 2
[DE_DrawerSpace(10)]_SPACE_COLORWATERLAYERS("SPACE_COLOR WATER LAYERS", Float) = 0
[DE_DrawerCategory(OPACITY,true,_WaterOpacity,0,0)]_CATEGORY_OPACITY("CATEGORY_OPACITY", Float) = 1
_WaterOpacity("Opacity", Range( 0.001 , 1)) = 0.05
_WaterOpacityShoreline("Opacity Shoreline", Range( 0 , 5)) = 1
[DE_DrawerSpace(10)]_SPACE_OPACITY("SPACE_OPACITY", Float) = 0
[DE_DrawerCategory(FOAM SHORELINE,true,_FoamShorelineEnable,0,0)]_CATEGORY_FOAMSHORELINE("CATEGORY_FOAMSHORELINE", Float) = 0
[DE_DrawerToggleLeft]_FoamShorelineEnable("ENABLE FOAM", Float) = 1
[HDR][Header(Foam)]_FoamShorelineColor("Foam Color", Color) = (1,1,1,0)
[DE_DrawerTextureSingleLine]_FoamShorelineMap("Foam Map", 2D) = "black" {}
[DE_DrawerTilingOffset]_FoamShorelineUVs("Foam UVs", Vector) = (50,50,0,0)
_FoamShorelineStrength("Foam Strength", Range( 0 , 5)) = 1
[HDR][Header(Foam Detail)]_FoamShorelineDetailColor("Foam Color", Color) = (1,1,1,0)
[DE_DrawerTextureSingleLine]_FoamShorelineMapDetail("Foam Detail Map", 2D) = "black" {}
[DE_DrawerTilingOffset]_FoamShorelineUVsDetail("Foam UVs", Vector) = (0.25,0.25,2,2)
_FoamShorelineSpeed("Foam Speed", Float) = 0.001
_FoamShorelineDistance("Foam Distance", Float) = 5
_FoamShorelineDetailStrength("Foam Strength", Range( 0 , 5)) = 1
[DE_DrawerSpace(10)]_SPACE_FOAMOFFSHORE("SPACE_FOAMOFFSHORE", Float) = 0
[DE_DrawerCategory(FOAM OFFSHORE,true,_FoamOffshoreEnable,0,0)]_CATEGORY_FOAMOFFSHORE("CATEGORY_FOAMOFFSHORE", Float) = 0
[DE_DrawerToggleLeft]_FoamOffshoreEnable("ENABLE FOAM", Float) = 1
[HDR][Header(Foam)]_FoamOffshoreColor("Foam Color", Color) = (1,1,1,0)
[DE_DrawerTextureSingleLine]_FoamOffshoreMap("Foam Map", 2D) = "black" {}
[DE_DrawerTilingOffset]_FoamOffshoreUVs("Foam UVs", Vector) = (50,50,0,0)
_FoamOffshoreStrength("Foam Strength", Range( 0 , 5)) = 1
[HDR][Header(Foam Detail)]_FoamOffshoreDetailColor("Foam Color", Color) = (1,1,1,0)
[DE_DrawerTextureSingleLine]_FoamOffshoreMapDetail("Foam Detail Map", 2D) = "black" {}
[DE_DrawerTilingOffset]_FoamOffshoreUVsDetail("Foam UVs", Vector) = (0.25,0.25,0,0)
_FoamOffshoreSpeed("Foam Speed", Float) = 0.001
_FoamOffshoreDistance("Foam Distance", Float) = 55
_FoamOffshoreEdge("Foam Edge", Float) = 10
_FoamOffshoreDetailStrength("Foam Strength", Range( 0 , 5)) = 1
[DE_DrawerSpace(10)]_SPACE_FOAMSHORELINE("SPACE_FOAMSHORELINE", Float) = 0
[DE_DrawerCategory(NORMAL RIPPLE,true,_WaterNormalEnable,0,0)]_CATEGORY_NORMALRIPPLE("CATEGORY_NORMAL RIPPLE", Float) = 0
[DE_DrawerToggleLeft]_WaterNormalEnable("ENABLE NORMAL MAP", Float) = 1
[Normal][DE_DrawerTextureSingleLine]_WaterNormalMap("Normal Map", 2D) = "bump" {}
_WaterNormalStrength("Normal Strength", Float) = 0.1
[Header(Scale)]_WaterNormalScaleX("Normal Scale X", Float) = 0.45
_WaterNormalScaleY("Normal Scale Y", Float) = 0.35
_WaterNormalScaleZ("Normal Scale Z", Float) = 0.17
_WaterNormalScaleW("Normal Scale W", Float) = 0.4
[Header(Speed)]_WaterNormalSpeedX("Normal Speed X", Float) = -0.12
_WaterNormalSpeedY("Normal Speed Y", Float) = 0.02
_WaterNormalSpeedZ("Normal Speed Z", Float) = -0.1
_WaterNormalSpeedW("Normal Speed W", Float) = -0.1
[DE_DrawerSpace(10)]_SPACE_NORMALRIPPLE("SPACE_NORMAL RIPPLE", Float) = 0
[DE_DrawerCategory(SMOOTHNESS,true,_WaterSmoothnessStrength,0,0)]_CATEGORY_SMOOTHNESS("CATEGORY_SMOOTHNESS", Float) = 1
_WaterSmoothnessStrength("Smoothness Strength", Range( 0 , 2.5)) = 1
[DE_DrawerSpace(10)]_SPACE_SMOOTHNESS("SPACE_SMOOTHNESS", Float) = 0
[DE_DrawerCategory(SPECULAR,true,_WaterSpecularEnable,0,0)]_CATEGORY_SPECULAR("CATEGORY_SPECULAR", Float) = 0
[DE_DrawerToggleLeft]_WaterSpecularEnable("ENABLE SPECULAR", Float) = 0
[HDR]_WaterSpecularColor("Specular Color", Color) = (0.08865561,0.1301365,0.1946179,1)
_WaterSpecularPower("Specular Power", Range( 0 , 1)) = 0
_WaterSpecularStrengthDielectricIOR("Specular Strength Dielectric IOR", Range( 1 , 2.5)) = 1.1
_WaterSpecularWrapScale("Specular Wrap Scale", Range( 0 , 5)) = 0.85
_WaterSpecularWrapOffset("Specular Wrap Offset", Range( 0 , 3)) = 0
[DE_DrawerSpace(10)]_SPACE_SPECULAR("SPACE_SPECULAR", Float) = 0
[DE_DrawerCategory(REFRACTION,true,_WaterRefractionScale,0,0)]_CATEGORY_REFRACTION("CATEGORY_REFRACTION", Float) = 0
_WaterRefractionScale("Refraction Scale", Range( 0 , 1)) = 0.2
[DE_DrawerSpace(10)]_SPACE_REFRACTION("SPACE_REFRACTION", Float) = 0
[DE_DrawerCategory(REFLECTION,true,_WaterReflectionEnable,0,0)]_CATEGORY_REFLECTION("CATEGORY_REFLECTION", Float) = 0
[DE_DrawerToggleLeft]_WaterReflectionEnable("ENABLE REFLECTION", Float) = 0
[DE_DrawerFloatEnum(CubeMap _Probe)]_WaterReflectionType("Reflection Type", Float) = 0
[HDR][DE_DrawerTextureSingleLine]_WaterReflectionCubemap("Reflection Cubemap", CUBE) = "white" {}
_WaterReflectionCloud("Reflection Cloud", Range( 0 , 1)) = 1
_WaterReflectionWobble("Reflection Wobble", Range( 0 , 0.1)) = 0
_WaterReflectionSmoothness("Reflection Smoothness", Range( 0 , 2)) = 2
_WaterReflectionProbeDetailURP("Reflection Probe Detail", Float) = 0
_WaterReflectionBumpStrength("Reflection Bump Strength", Range( 0 , 1)) = 0.05
_WaterReflectionBumpScale("Reflection Bump Scale", Range( 0 , 1)) = 0.05
_WaterReflectionBumpClamp("Reflection Bump Clamp", Range( 0 , 0.15)) = 0.15
[DE_DrawerToggleNoKeyword]_WaterReflectionEnableFresnel("Enable Fresnel", Float) = 0
_WaterReflectionFresnelStrength("Fresnel Strength", Range( 0.001 , 1)) = 0.15
_WaterReflectionFresnelBias("Fresnel Bias", Range( 0 , 1)) = 1
_WaterReflectionFresnelScale("Fresnel Scale", Range( 0 , 1)) = 0.5
[DE_DrawerSpace(10)]_SPACE_REFLECTION("SPACE_REFLECTION", Float) = 0
[DE_DrawerCategory(WAVES GERSTNER,true,_WaveGerstnerEnable,0,0)]_CATEGORY_WAVESGERSTNER("CATEGORY_WAVESGERSTNER", Float) = 0
[DE_DrawerToggleLeft]_WaveGerstnerEnable("ENABLE WAVES", Float) = 0
[Header(Wave 01)][DE_DrawerToggleLeft]_WaveGerstner01Enable("Enable Wave 01", Float) = 1
_WaveGerstner01Direction("Wave 01 Direction", Vector) = (-0.2,0,-0.7,0)
_WaveGerstner01Speed("Wave 01 Speed", Float) = 0.5
_WaveGerstner01Length("Wave 01 Length", Float) = 2.5
_WaveGerstner01Height("Wave 01 Height", Float) = 0.075
_WaveGerstner01PeakSharpness("Wave 01 Peak Sharpness", Float) = 0.3
[Header(Wave 02)][DE_DrawerToggleLeft]_WaveGerstner02Enable("Enable Wave 02", Float) = 1
_WaveGerstner02Direction("Wave 02 Direction", Vector) = (-1,0,0,0)
_WaveGerstner02Speed("Wave 02 Speed", Float) = 0.5
_WaveGerstner02Length("Wave 02 Length", Float) = 3
_WaveGerstner02Height("Wave 02 Height", Float) = 0.05
_WaveGerstner02PeakSharpness("Wave 02 Peak Sharpness", Float) = 0.3
[Header(Wave 03)][DE_DrawerToggleLeft]_WaveGerstner03Enable("Enable Wave 03", Float) = 1
_WaveGerstner03Direction("Wave 03 Direction", Vector) = (-0.5,0,0.5,0)
_WaveGerstner03Speed("Wave 03 Speed", Float) = 0.5
_WaveGerstner03Length("Wave 03 Length", Float) = 1.8
_WaveGerstner03Height("Wave 03 Height", Float) = 0.04
_WaveGerstner03PeakSharpness("Wave 03 Peak Sharpness", Float) = 0.4
[Header(Wave 04)][DE_DrawerToggleLeft]_WaveGerstner04Enable("Enable Wave 04", Float) = 1
_WaveGerstner04Direction("Wave 04 Direction", Vector) = (-0.4,0,0.4,0)
_WaveGerstner04Speed("Wave 04 Speed", Float) = 0.5
_WaveGerstner04Length("Wave 04 Length", Float) = 1.8
_WaveGerstner04Height("Wave 04 Height", Float) = 0.04
_WaveGerstner04PeakSharpness("Wave 04 Peak Sharpness", Float) = 0.4
[DE_DrawerToggleLeft][Space(10)]_WaveGerstnerEdgeFadeEnable("ENABLE EDGE FADE", Float) = 1
_WaveGerstnerEdgeFadeRange("Edge Fade Range", Range( 0 , 250)) = 50
[DE_DrawerSpace(10)]_SPACE_WAVESGERSTNER("SPACE_WAVESGERSTNER", Float) = 0
[DE_DrawerCategory(TESSELLATION,true,_TessellationStrength,0,0)]_CATEGORY_TESSELLATION("CATEGORY_TESSELLATION", Float) = 1
_TessellationStrength("Tessellation Strength", Range( 0.001 , 100)) = 6
_TessellationPhong("Tessellation Phong", Range( 0 , 1)) = 0.5
_TessellationDistanceMin("Tessellation Distance Min", Float) = 0
_TessellationDistanceMax("Tessellation Distance Max ", Float) = 5
[DE_DrawerSpace(10)]_SPACE_TESSELLATION("SPACE_TESSELLATION", Float) = 0
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Phong Tess Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector][ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[HideInInspector][ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" "UniversalMaterialType"="Lit" }
Cull [_Cull]
ZWrite Off
ZTest LEqual
Offset 0 , 0
AlphaToMask Off
HLSLINCLUDE
#pragma target 4.6
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _CLUSTERED_RENDERING
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_FORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_NORMAL
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord8 : TEXCOORD8;
float4 ase_texcoord9 : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
TEXTURE2D(_FoamShorelineMap);
SAMPLER(sampler_FoamShorelineMap);
TEXTURE2D(_FoamShorelineMapDetail);
SAMPLER(sampler_FoamShorelineMapDetail);
TEXTURE2D(_FoamOffshoreMap);
SAMPLER(sampler_FoamOffshoreMap);
TEXTURE2D(_FoamOffshoreMapDetail);
SAMPLER(sampler_FoamOffshoreMapDetail);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
float3 ASESafeNormalize(float3 inVec)
{
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
return inVec* rsqrt(dp3);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
float4 appendResult3363_g61884 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0));
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord8.x = eyeDepth;
o.ase_normal = v.normalOS;
o.ase_texcoord8.yz = v.texcoord.xy;
o.ase_texcoord9 = v.positionOS;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord8.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
v.tangentOS = appendResult3363_g61884;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x );
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y );
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z );
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
#endif
#if !defined(LIGHTMAP_ON)
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
#ifdef ASE_FOG
half fogFactor = ComputeFogFactor( vertexInput.positionCS.z );
#else
half fogFactor = 0;
#endif
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<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;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
, bool ase_vface : SV_IsFrontFace ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord8.x;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord8.yz ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
float3 worldRefl88_g61902 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * WorldViewDirection.x + tanToWorld1 * WorldViewDirection.y + tanToWorld2 * WorldViewDirection.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( WorldNormal, WorldViewDirection );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb;
float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw );
float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z));
float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW));
float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 );
float4 UVRipples2543_g61884 = temp_output_2088_0_g61884;
float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 );
float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed );
float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord9.xyz) );
float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) );
float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884);
float3 FoamShoreline2343_g61884 = lerpResult2381_g61884;
float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) ));
float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw );
float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 );
float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed );
float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * ScreenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * ScreenPos.w ) ) );
float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884);
float3 FoamOffshore2978_g61884 = lerpResult2931_g61884;
float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) ));
float4 appendResult2874_g61884 = (float4(_WaterNormalSpeedX , _WaterNormalSpeedY , _WaterNormalSpeedZ , _WaterNormalSpeedW));
float4 temp_output_2093_0_g61884 = ( temp_output_2088_0_g61884 + ( _TimeParameters.x * appendResult2874_g61884 ) );
float3 unpack2097_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).xy ), _WaterNormalStrength );
unpack2097_g61884.z = lerp( 1, unpack2097_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2097_g61884 = unpack2097_g61884;
float3 unpack2098_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).zw ), _WaterNormalStrength );
unpack2098_g61884.z = lerp( 1, unpack2098_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2098_g61884 = unpack2098_g61884;
float4 temp_output_2107_0_g61884 = ( temp_output_2093_0_g61884 * float4( 0.17,0.19,-0.13,0.23 ) );
float3 unpack2104_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).xy ), _WaterNormalStrength );
unpack2104_g61884.z = lerp( 1, unpack2104_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2104_g61884 = unpack2104_g61884;
float3 unpack2105_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).zw ), _WaterNormalStrength );
unpack2105_g61884.z = lerp( 1, unpack2105_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2105_g61884 = unpack2105_g61884;
float3 temp_output_3496_0_g61884 = BlendNormal( BlendNormal( tex2DNode2097_g61884 , tex2DNode2098_g61884 ) , BlendNormal( tex2DNode2104_g61884 , tex2DNode2105_g61884 ) );
float3 break2345_g61884 = temp_output_3496_0_g61884;
float3 appendResult2346_g61884 = (float3(break2345_g61884.x , break2345_g61884.y , ( break2345_g61884.z + 0.001 )));
float3 lerpResult2863_g61884 = lerp( float3(0,0,1) , appendResult2346_g61884 , ( _WaterNormalEnable + ( ( _CATEGORY_NORMALRIPPLE + _SPACE_NORMALRIPPLE ) * 0.0 ) ));
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
float3 temp_output_95_0_g61898 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult99_g61898 = ASESafeNormalize( temp_output_95_0_g61898 );
float3 normalizeResult3457_g61884 = normalize( ( WorldViewDirection + _MainLightPosition.xyz ) );
float dotResult3230_g61884 = dot( normalizeResult99_g61898 , normalizeResult3457_g61884 );
float temp_output_3475_0_g61884 = (max( saturate( dotResult3230_g61884 ) , 0.0 )*_WaterSpecularWrapScale + _WaterSpecularWrapOffset);
float saferPower3427_g61884 = abs( temp_output_3475_0_g61884 );
float3 lerpResult3436_g61884 = lerp( float3(0,0,0) , saturate( ( ( (_WaterSpecularColor).rgb * ( ase_lightColor.rgb * max( ase_lightColor.a , 0.0 ) ) ) * ( ( pow( saferPower3427_g61884 , _WaterSpecularPower ) * 15.0 ) * ( pow( ( _WaterSpecularStrengthDielectricIOR - 1.0 ) , 2.0 ) / pow( ( _WaterSpecularStrengthDielectricIOR + 1.0 ) , 2.0 ) ) ) ) ) , ( _WaterSpecularEnable + ( ( _CATEGORY_SPECULAR + _SPACE_SPECULAR ) * 0.0 ) ));
float3 _Vector3 = float3(0,0,1);
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , WorldPosition ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3398_g61884 = lerp( IN.ase_normal , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1996_g61884 = lerp( IN.ase_normal , lerpResult3397_g61884 , temp_output_1991_0_g61884);
float3 VertexNormal3185_g61884 = lerpResult1996_g61884;
float3 tanNormal3180_g61884 = VertexNormal3185_g61884;
float3 worldNormal3180_g61884 = float3(dot(tanToWorld0,tanNormal3180_g61884), dot(tanToWorld1,tanNormal3180_g61884), dot(tanToWorld2,tanNormal3180_g61884));
float3 temp_output_3171_0_g61884 = ddx( worldNormal3180_g61884 );
float dotResult3173_g61884 = dot( temp_output_3171_0_g61884 , temp_output_3171_0_g61884 );
float3 temp_output_3170_0_g61884 = ddy( worldNormal3180_g61884 );
float dotResult3172_g61884 = dot( temp_output_3170_0_g61884 , temp_output_3170_0_g61884 );
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
float3 BaseColor = lerpResult2984_g61884;
float3 Normal = lerpResult2863_g61884;
float3 Emission = 0;
float3 Specular = lerpResult3436_g61884;
float Metallic = 0;
float Smoothness = saturate( ( ( _WaterSmoothnessStrength + ( ( _CATEGORY_SMOOTHNESS + _SPACE_SMOOTHNESS ) * 0.0 ) ) - min( ( ( dotResult3173_g61884 + dotResult3172_g61884 ) * 30.0 ) , 0.5 ) ) );
float Occlusion = 1;
float Alpha = clampResult3169_g61884;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _CLEARCOAT
float CoatMask = 0;
float CoatSmoothness = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent, WorldBiTangent, WorldNormal));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
inputData.shadowCoord = ShadowCoords;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS);
#else
inputData.shadowCoord = float4(0, 0, 0, 0);
#endif
#ifdef ASE_FOG
inputData.fogCoord = IN.fogFactorAndVertexLight.x;
#endif
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI(IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#endif
SurfaceData surfaceData;
surfaceData.albedo = BaseColor;
surfaceData.metallic = saturate(Metallic);
surfaceData.specular = Specular;
surfaceData.smoothness = saturate(Smoothness),
surfaceData.occlusion = Occlusion,
surfaceData.emission = Emission,
surfaceData.alpha = saturate(Alpha);
surfaceData.normalTS = Normal;
surfaceData.clearCoatMask = 0;
surfaceData.clearCoatSmoothness = 1;
#ifdef _CLEARCOAT
surfaceData.clearCoatMask = saturate(CoatMask);
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
#endif
#ifdef _DBUFFER
ApplyDecalToSurfaceData(IN.positionCS, surfaceData, inputData);
#endif
half4 color = UniversalFragmentPBR( inputData, surfaceData);
#ifdef ASE_TRANSMISSION
{
float shadow = _TransmissionShadow;
Light mainLight = GetMainLight( inputData.shadowCoord );
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
half3 mainTransmission = max(0 , -dot(inputData.normalWS, mainLight.direction)) * mainAtten * Transmission;
color.rgb += BaseColor * mainTransmission;
#ifdef _ADDITIONAL_LIGHTS
int transPixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < transPixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
float3 atten = light.color * light.distanceAttenuation;
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
half3 transmission = max(0 , -dot(inputData.normalWS, light.direction)) * atten * Transmission;
color.rgb += BaseColor * transmission;
}
#endif
}
#endif
#ifdef ASE_TRANSLUCENCY
{
float shadow = _TransShadow;
float normal = _TransNormal;
float scattering = _TransScattering;
float direct = _TransDirect;
float ambient = _TransAmbient;
float strength = _TransStrength;
Light mainLight = GetMainLight( inputData.shadowCoord );
float3 mainAtten = mainLight.color * mainLight.distanceAttenuation;
mainAtten = lerp( mainAtten, mainAtten * mainLight.shadowAttenuation, shadow );
half3 mainLightDir = mainLight.direction + inputData.normalWS * normal;
half mainVdotL = pow( saturate( dot( inputData.viewDirectionWS, -mainLightDir ) ), scattering );
half3 mainTranslucency = mainAtten * ( mainVdotL * direct + inputData.bakedGI * ambient ) * Translucency;
color.rgb += BaseColor * mainTranslucency * strength;
#ifdef _ADDITIONAL_LIGHTS
int transPixelLightCount = GetAdditionalLightsCount();
for (int i = 0; i < transPixelLightCount; ++i)
{
Light light = GetAdditionalLight(i, inputData.positionWS);
float3 atten = light.color * light.distanceAttenuation;
atten = lerp( atten, atten * light.shadowAttenuation, shadow );
half3 lightDir = light.direction + inputData.normalWS * normal;
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;
color.rgb += BaseColor * translucency * strength;
}
#endif
}
#endif
#ifdef ASE_REFRACTION
float4 projScreenPos = ScreenPos / ScreenPos.w;
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( WorldNormal,0 ) ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
color.rgb = lerp( refraction, color.rgb, color.a );
color.a = 1;
#endif
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_FOG
#ifdef TERRAIN_SPLAT_ADDPASS
color.rgb = MixFogColor(color.rgb, half3( 0, 0, 0 ), IN.fogFactorAndVertexLight.x );
#else
color.rgb = MixFog(color.rgb, IN.fogFactorAndVertexLight.x);
#endif
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma multi_compile _ DOTS_INSTANCING_ON
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD1;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD2;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord3.x = eyeDepth;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord4.xyz = ase_worldTangent;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
o.ase_texcoord5.xyz = ase_worldNormal;
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord6.xyz = ase_worldBitangent;
o.ase_normal = v.normalOS;
o.ase_texcoord3.yz = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
o.ase_texcoord5.w = 0;
o.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
o.ase_tangent = v.ase_tangent;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
, bool ase_vface : SV_IsFrontFace ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord3.x;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord3.yz ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 ase_worldTangent = IN.ase_texcoord4.xyz;
float3 ase_worldNormal = IN.ase_texcoord5.xyz;
float3 ase_worldBitangent = IN.ase_texcoord6.xyz;
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
float Alpha = clampResult3169_g61884;
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#pragma shader_feature EDITOR_VISUALIZATION
#define SHADERPASS SHADERPASS_META
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef EDITOR_VISUALIZATION
float4 VizUV : TEXCOORD2;
float4 LightCoord : TEXCOORD3;
#endif
float4 ase_texcoord4 : TEXCOORD4;
float3 ase_normal : NORMAL;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_texcoord7 : TEXCOORD7;
float4 ase_texcoord8 : TEXCOORD8;
float4 ase_texcoord9 : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
TEXTURE2D(_FoamShorelineMap);
SAMPLER(sampler_FoamShorelineMap);
TEXTURE2D(_FoamShorelineMapDetail);
SAMPLER(sampler_FoamShorelineMapDetail);
TEXTURE2D(_FoamOffshoreMap);
SAMPLER(sampler_FoamOffshoreMap);
TEXTURE2D(_FoamOffshoreMapDetail);
SAMPLER(sampler_FoamOffshoreMapDetail);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
o.ase_texcoord4 = screenPos;
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord5.x = eyeDepth;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord6.xyz = ase_worldTangent;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
o.ase_texcoord7.xyz = ase_worldNormal;
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord8.xyz = ase_worldBitangent;
o.ase_normal = v.normalOS;
o.ase_texcoord5.yz = v.texcoord0.xy;
o.ase_texcoord9 = v.positionOS;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord5.w = 0;
o.ase_texcoord6.w = 0;
o.ase_texcoord7.w = 0;
o.ase_texcoord8.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = positionWS;
#endif
o.positionCS = MetaVertexPosition( v.positionOS, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#ifdef EDITOR_VISUALIZATION
float2 VizUV = 0;
float4 LightCoord = 0;
UnityEditorVizData(v.positionOS.xyz, v.texcoord0.xy, v.texcoord1.xy, v.texcoord2.xy, VizUV, LightCoord);
o.VizUV = float4(VizUV, 0, 0);
o.LightCoord = LightCoord;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 texcoord0 : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.texcoord0 = v.texcoord0;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.ase_tangent = v.ase_tangent;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<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;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN , bool ase_vface : SV_IsFrontFace ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord5.x;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord5.yz ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 ase_worldTangent = IN.ase_texcoord6.xyz;
float3 ase_worldNormal = IN.ase_texcoord7.xyz;
float3 ase_worldBitangent = IN.ase_texcoord8.xyz;
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb;
float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord5.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw );
float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z));
float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW));
float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 );
float4 UVRipples2543_g61884 = temp_output_2088_0_g61884;
float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 );
float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed );
float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord9.xyz) );
float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) );
float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884);
float3 FoamShoreline2343_g61884 = lerpResult2381_g61884;
float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) ));
float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord5.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw );
float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 );
float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed );
float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * screenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * screenPos.w ) ) );
float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884);
float3 FoamOffshore2978_g61884 = lerpResult2931_g61884;
float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) ));
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
float3 BaseColor = lerpResult2984_g61884;
float3 Emission = 0;
float Alpha = clampResult3169_g61884;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = BaseColor;
metaInput.Emission = Emission;
#ifdef EDITOR_VISUALIZATION
metaInput.VizUV = IN.VizUV.xy;
metaInput.LightCoord = IN.LightCoord;
#endif
return UnityMetaFragment(metaInput);
}
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags { "LightMode"="Universal2D" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_2D
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float3 ase_normal : NORMAL;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
float4 ase_texcoord7 : TEXCOORD7;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
TEXTURE2D(_FoamShorelineMap);
SAMPLER(sampler_FoamShorelineMap);
TEXTURE2D(_FoamShorelineMapDetail);
SAMPLER(sampler_FoamShorelineMapDetail);
TEXTURE2D(_FoamOffshoreMap);
SAMPLER(sampler_FoamOffshoreMap);
TEXTURE2D(_FoamOffshoreMapDetail);
SAMPLER(sampler_FoamOffshoreMapDetail);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_TRANSFER_INSTANCE_ID( v, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
o.ase_texcoord2 = screenPos;
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord3.x = eyeDepth;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord4.xyz = ase_worldTangent;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
o.ase_texcoord5.xyz = ase_worldNormal;
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord6.xyz = ase_worldBitangent;
o.ase_normal = v.normalOS;
o.ase_texcoord3.yz = v.ase_texcoord.xy;
o.ase_texcoord7 = v.positionOS;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
o.ase_texcoord5.w = 0;
o.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
o.ase_tangent = v.ase_tangent;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN , bool ase_vface : SV_IsFrontFace ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord3.x;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord3.yz ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 ase_worldTangent = IN.ase_texcoord4.xyz;
float3 ase_worldNormal = IN.ase_texcoord5.xyz;
float3 ase_worldBitangent = IN.ase_texcoord6.xyz;
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb;
float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord3.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw );
float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z));
float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW));
float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 );
float4 UVRipples2543_g61884 = temp_output_2088_0_g61884;
float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 );
float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed );
float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord7.xyz) );
float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) );
float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884);
float3 FoamShoreline2343_g61884 = lerpResult2381_g61884;
float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) ));
float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord3.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw );
float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 );
float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed );
float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * screenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * screenPos.w ) ) );
float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884);
float3 FoamOffshore2978_g61884 = lerpResult2931_g61884;
float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) ));
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
float3 BaseColor = lerpResult2984_g61884;
float Alpha = clampResult3169_g61884;
float AlphaClipThreshold = 0.5;
half4 color = half4(BaseColor, Alpha );
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormals" }
ZWrite On
Blend One Zero
ZTest LEqual
ZWrite On
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_VERT_TANGENT
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 worldNormal : TEXCOORD1;
float4 worldTangent : TEXCOORD2;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 positionWS : TEXCOORD3;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD4;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord5 : TEXCOORD5;
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
TEXTURECUBE(_WaterReflectionCubemap);
SAMPLER(sampler_WaterReflectionCubemap);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
float4 appendResult3363_g61884 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0));
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord5.x = eyeDepth;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
float3 ase_worldTangent = TransformObjectToWorldDir(v.tangentOS.xyz);
float ase_vertexTangentSign = v.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord6.xyz = ase_worldBitangent;
o.ase_normal = v.normalOS;
o.ase_texcoord5.yz = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord5.w = 0;
o.ase_texcoord6.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
v.tangentOS = appendResult3363_g61884;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
float3 normalWS = TransformObjectToWorldNormal( v.normalOS );
float4 tangentWS = float4( TransformObjectToWorldDir( v.tangentOS.xyz ), v.tangentOS.w );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.positionWS = vertexInput.positionWS;
#endif
o.worldNormal = normalWS;
o.worldTangent = tangentWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
, bool ase_vface : SV_IsFrontFace ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.positionWS;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float3 WorldNormal = IN.worldNormal;
float4 WorldTangent = IN.worldTangent;
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z));
float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW));
float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 );
float4 appendResult2874_g61884 = (float4(_WaterNormalSpeedX , _WaterNormalSpeedY , _WaterNormalSpeedZ , _WaterNormalSpeedW));
float4 temp_output_2093_0_g61884 = ( temp_output_2088_0_g61884 + ( _TimeParameters.x * appendResult2874_g61884 ) );
float3 unpack2097_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).xy ), _WaterNormalStrength );
unpack2097_g61884.z = lerp( 1, unpack2097_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2097_g61884 = unpack2097_g61884;
float3 unpack2098_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).zw ), _WaterNormalStrength );
unpack2098_g61884.z = lerp( 1, unpack2098_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2098_g61884 = unpack2098_g61884;
float4 temp_output_2107_0_g61884 = ( temp_output_2093_0_g61884 * float4( 0.17,0.19,-0.13,0.23 ) );
float3 unpack2104_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).xy ), _WaterNormalStrength );
unpack2104_g61884.z = lerp( 1, unpack2104_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2104_g61884 = unpack2104_g61884;
float3 unpack2105_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).zw ), _WaterNormalStrength );
unpack2105_g61884.z = lerp( 1, unpack2105_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2105_g61884 = unpack2105_g61884;
float3 temp_output_3496_0_g61884 = BlendNormal( BlendNormal( tex2DNode2097_g61884 , tex2DNode2098_g61884 ) , BlendNormal( tex2DNode2104_g61884 , tex2DNode2105_g61884 ) );
float3 break2345_g61884 = temp_output_3496_0_g61884;
float3 appendResult2346_g61884 = (float3(break2345_g61884.x , break2345_g61884.y , ( break2345_g61884.z + 0.001 )));
float3 lerpResult2863_g61884 = lerp( float3(0,0,1) , appendResult2346_g61884 , ( _WaterNormalEnable + ( ( _CATEGORY_NORMALRIPPLE + _SPACE_NORMALRIPPLE ) * 0.0 ) ));
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord5.x;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord5.yz ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 ase_worldBitangent = IN.ase_texcoord6.xyz;
float3 tanToWorld0 = float3( WorldTangent.xyz.x, ase_worldBitangent.x, WorldNormal.x );
float3 tanToWorld1 = float3( WorldTangent.xyz.y, ase_worldBitangent.y, WorldNormal.y );
float3 tanToWorld2 = float3( WorldTangent.xyz.z, ase_worldBitangent.z, WorldNormal.z );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - WorldPosition );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( WorldNormal, ase_worldViewDir );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
float3 Normal = lerpResult2863_g61884;
float Alpha = clampResult3169_g61884;
float AlphaClipThreshold = 0.5;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
#if defined(_GBUFFER_NORMALS_OCT)
float2 octNormalWS = PackNormalOctQuadEncode(WorldNormal);
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
return half4(packedNormalWS, 0.0);
#else
#if defined(_NORMALMAP)
#if _NORMAL_DROPOFF_TS
float crossSign = (WorldTangent.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
float3 bitangent = crossSign * cross(WorldNormal.xyz, WorldTangent.xyz);
float3 normalWS = TransformTangentToWorld(Normal, half3x3(WorldTangent.xyz, bitangent, WorldNormal.xyz));
#elif _NORMAL_DROPOFF_OS
float3 normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
float3 normalWS = Normal;
#endif
#else
float3 normalWS = WorldNormal;
#endif
return half4(NormalizeNormalPerPixel(normalWS), 0.0);
#endif
}
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags { "LightMode"="UniversalGBuffer" }
Blend SrcAlpha OneMinusSrcAlpha
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#pragma shader_feature_local_fragment _SPECULAR_SETUP
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_GBUFFER
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
#define ASE_NEEDS_FRAG_NORMAL
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float4 lightmapUVOrVertexSH : TEXCOORD1;
half4 fogFactorAndVertexLight : TEXCOORD2;
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord8 : TEXCOORD8;
float4 ase_texcoord9 : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
TEXTURE2D(_FoamShorelineMap);
SAMPLER(sampler_FoamShorelineMap);
TEXTURE2D(_FoamShorelineMapDetail);
SAMPLER(sampler_FoamShorelineMapDetail);
TEXTURE2D(_FoamOffshoreMap);
SAMPLER(sampler_FoamOffshoreMap);
TEXTURE2D(_FoamOffshoreMapDetail);
SAMPLER(sampler_FoamOffshoreMapDetail);
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
float3 ASESafeNormalize(float3 inVec)
{
float dp3 = max(1.175494351e-38, dot(inVec, inVec));
return inVec* rsqrt(dp3);
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
float4 appendResult3363_g61884 = (float4(cross( v.normalOS , float3(0,0,1) ) , -1.0));
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord8.x = eyeDepth;
o.ase_normal = v.normalOS;
o.ase_texcoord8.yz = v.texcoord.xy;
o.ase_texcoord9 = v.positionOS;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord8.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
v.tangentOS = appendResult3363_g61884;
VertexPositionInputs vertexInput = GetVertexPositionInputs( v.positionOS.xyz );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.normalOS, v.tangentOS );
o.tSpace0 = float4( normalInput.normalWS, vertexInput.positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, vertexInput.positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, vertexInput.positionWS.z);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord.xy;
o.lightmapUVOrVertexSH.xy = v.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
o.fogFactorAndVertexLight = half4(0, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.positionCS = vertexInput.positionCS;
o.clipPosV = vertexInput.positionCS;
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 tangentOS : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.tangentOS = v.tangentOS;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<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;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
FragmentOutput frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
, bool ase_vface : SV_IsFrontFace )
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.positionCS.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
float4 ClipPos = IN.clipPosV;
float4 ScreenPos = ComputeScreenPos( IN.clipPosV );
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.positionCS);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#else
ShadowCoords = float4(0, 0, 0, 0);
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float4 ase_screenPosNorm = ScreenPos / ScreenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , WorldPosition ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord8.x;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord8.yz ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 tanToWorld0 = float3( WorldTangent.x, WorldBiTangent.x, WorldNormal.x );
float3 tanToWorld1 = float3( WorldTangent.y, WorldBiTangent.y, WorldNormal.y );
float3 tanToWorld2 = float3( WorldTangent.z, WorldBiTangent.z, WorldNormal.z );
float3 worldRefl88_g61902 = reflect( -WorldViewDirection, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * WorldViewDirection.x + tanToWorld1 * WorldViewDirection.y + tanToWorld2 * WorldViewDirection.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( WorldNormal, WorldViewDirection );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float3 temp_output_2248_0_g61884 = (temp_output_2481_0_g61884).rgb;
float2 temp_output_2904_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamShorelineUVs).xy ) + (_FoamShorelineUVs).zw );
float4 appendResult2087_g61884 = (float4(WorldPosition.x , WorldPosition.z , WorldPosition.x , WorldPosition.z));
float4 appendResult2869_g61884 = (float4(_WaterNormalScaleX , _WaterNormalScaleY , _WaterNormalScaleZ , _WaterNormalScaleW));
float4 temp_output_2088_0_g61884 = ( appendResult2087_g61884 * appendResult2869_g61884 );
float4 UVRipples2543_g61884 = temp_output_2088_0_g61884;
float4 break2151_g61884 = ( _FoamShorelineUVsDetail * UVRipples2543_g61884 );
float2 appendResult2155_g61884 = (float2(break2151_g61884.x , ( break2151_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2172_0_g61884 = ( _TimeParameters.x * _FoamShorelineSpeed );
float eyeDepth2496_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float3 unityObjectToViewPos2499_g61884 = TransformWorldToView( TransformObjectToWorld( IN.ase_texcoord9.xyz) );
float FoamDistanceShoreline2836_g61884 = saturate( ( ( ( 1.0 - ( eyeDepth2496_g61884 - -unityObjectToViewPos2499_g61884.z ) ) - 1.0 ) / ( ( ( 1.0 - (-99.0 + (_FoamShorelineDistance - 0.0) * (1.0 - -99.0) / (1.0 - 0.0)) ) * 0.01 ) - 1.0 ) ) );
float3 lerpResult2381_g61884 = lerp( ( ( ( (_FoamShorelineColor).rgb * (SAMPLE_TEXTURE2D( _FoamShorelineMap, sampler_FoamShorelineMap, temp_output_2904_0_g61884 )).rgb * _FoamShorelineStrength ) + ( (_FoamShorelineDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2172_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2172_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( ( appendResult2155_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2172_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamShorelineMapDetail, sampler_FoamShorelineMapDetail, ( appendResult2155_g61884 + ( temp_output_2172_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamShorelineDetailStrength ) ) / 3.0 ) , float3( 0,0,0 ) , FoamDistanceShoreline2836_g61884);
float3 FoamShoreline2343_g61884 = lerpResult2381_g61884;
float3 lerpResult2269_g61884 = lerp( temp_output_2248_0_g61884 , ( FoamShoreline2343_g61884 + temp_output_2248_0_g61884 ) , ( _FoamShorelineEnable + ( ( _CATEGORY_FOAMSHORELINE + _SPACE_FOAMSHORELINE ) * 0.0 ) ));
float2 temp_output_2935_0_g61884 = ( ( IN.ase_texcoord8.yz * (_FoamOffshoreUVs).xy ) + (_FoamOffshoreUVs).zw );
float4 break2965_g61884 = ( _FoamOffshoreUVsDetail * UVRipples2543_g61884 );
float2 appendResult2969_g61884 = (float2(break2965_g61884.x , ( break2965_g61884.y + ( _TimeParameters.x * 0.02 ) )));
float temp_output_2963_0_g61884 = ( _TimeParameters.x * _FoamOffshoreSpeed );
float FoamDistanceOffshore2834_g61884 = saturate( ( ( ( ( eyeDepth2496_g61884 + unityObjectToViewPos2499_g61884.z ) - _FoamOffshoreEdge ) * ScreenPos.w ) / ( ( _FoamOffshoreDistance - _FoamOffshoreEdge ) * ScreenPos.w ) ) );
float3 lerpResult2931_g61884 = lerp( float3( 0,0,0 ) , ( ( ( (_FoamOffshoreColor).rgb * (SAMPLE_TEXTURE2D( _FoamOffshoreMap, sampler_FoamOffshoreMap, temp_output_2935_0_g61884 )).rgb * _FoamOffshoreStrength ) + ( (_FoamOffshoreDetailColor).rgb * (( ( ( ( SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.4181,0.3548 ) ) + ( temp_output_2963_0_g61884 * float2( 1,1 ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.864861,0.148384 ) ) + ( temp_output_2963_0_g61884 * float2( -1,-1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( ( appendResult2969_g61884 + float2( 0.65134,0.751638 ) ) + ( temp_output_2963_0_g61884 * float2( -1,1 ) ) ) ) ) + SAMPLE_TEXTURE2D( _FoamOffshoreMapDetail, sampler_FoamOffshoreMapDetail, ( appendResult2969_g61884 + ( temp_output_2963_0_g61884 * float2( 1,-1 ) ) ) ) ) * 0.25 )).rgb * _FoamOffshoreDetailStrength ) ) / 3.0 ) , FoamDistanceOffshore2834_g61884);
float3 FoamOffshore2978_g61884 = lerpResult2931_g61884;
float3 lerpResult2984_g61884 = lerp( lerpResult2269_g61884 , ( FoamOffshore2978_g61884 + lerpResult2269_g61884 ) , ( _FoamOffshoreEnable + ( ( _CATEGORY_FOAMOFFSHORE + _SPACE_FOAMOFFSHORE ) * 0.0 ) ));
float4 appendResult2874_g61884 = (float4(_WaterNormalSpeedX , _WaterNormalSpeedY , _WaterNormalSpeedZ , _WaterNormalSpeedW));
float4 temp_output_2093_0_g61884 = ( temp_output_2088_0_g61884 + ( _TimeParameters.x * appendResult2874_g61884 ) );
float3 unpack2097_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).xy ), _WaterNormalStrength );
unpack2097_g61884.z = lerp( 1, unpack2097_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2097_g61884 = unpack2097_g61884;
float3 unpack2098_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2093_0_g61884).zw ), _WaterNormalStrength );
unpack2098_g61884.z = lerp( 1, unpack2098_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2098_g61884 = unpack2098_g61884;
float4 temp_output_2107_0_g61884 = ( temp_output_2093_0_g61884 * float4( 0.17,0.19,-0.13,0.23 ) );
float3 unpack2104_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).xy ), _WaterNormalStrength );
unpack2104_g61884.z = lerp( 1, unpack2104_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2104_g61884 = unpack2104_g61884;
float3 unpack2105_g61884 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, (temp_output_2107_0_g61884).zw ), _WaterNormalStrength );
unpack2105_g61884.z = lerp( 1, unpack2105_g61884.z, saturate(_WaterNormalStrength) );
float3 tex2DNode2105_g61884 = unpack2105_g61884;
float3 temp_output_3496_0_g61884 = BlendNormal( BlendNormal( tex2DNode2097_g61884 , tex2DNode2098_g61884 ) , BlendNormal( tex2DNode2104_g61884 , tex2DNode2105_g61884 ) );
float3 break2345_g61884 = temp_output_3496_0_g61884;
float3 appendResult2346_g61884 = (float3(break2345_g61884.x , break2345_g61884.y , ( break2345_g61884.z + 0.001 )));
float3 lerpResult2863_g61884 = lerp( float3(0,0,1) , appendResult2346_g61884 , ( _WaterNormalEnable + ( ( _CATEGORY_NORMALRIPPLE + _SPACE_NORMALRIPPLE ) * 0.0 ) ));
float ase_lightIntensity = max( max( _MainLightColor.r, _MainLightColor.g ), _MainLightColor.b );
float4 ase_lightColor = float4( _MainLightColor.rgb / ase_lightIntensity, ase_lightIntensity );
float3 temp_output_95_0_g61898 = cross( ddy( WorldPosition ) , ddx( WorldPosition ) );
float3 normalizeResult99_g61898 = ASESafeNormalize( temp_output_95_0_g61898 );
float3 normalizeResult3457_g61884 = normalize( ( WorldViewDirection + _MainLightPosition.xyz ) );
float dotResult3230_g61884 = dot( normalizeResult99_g61898 , normalizeResult3457_g61884 );
float temp_output_3475_0_g61884 = (max( saturate( dotResult3230_g61884 ) , 0.0 )*_WaterSpecularWrapScale + _WaterSpecularWrapOffset);
float saferPower3427_g61884 = abs( temp_output_3475_0_g61884 );
float3 lerpResult3436_g61884 = lerp( float3(0,0,0) , saturate( ( ( (_WaterSpecularColor).rgb * ( ase_lightColor.rgb * max( ase_lightColor.a , 0.0 ) ) ) * ( ( pow( saferPower3427_g61884 , _WaterSpecularPower ) * 15.0 ) * ( pow( ( _WaterSpecularStrengthDielectricIOR - 1.0 ) , 2.0 ) / pow( ( _WaterSpecularStrengthDielectricIOR + 1.0 ) , 2.0 ) ) ) ) ) , ( _WaterSpecularEnable + ( ( _CATEGORY_SPECULAR + _SPACE_SPECULAR ) * 0.0 ) ));
float3 _Vector3 = float3(0,0,1);
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( WorldPosition, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , WorldPosition ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3398_g61884 = lerp( IN.ase_normal , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1996_g61884 = lerp( IN.ase_normal , lerpResult3397_g61884 , temp_output_1991_0_g61884);
float3 VertexNormal3185_g61884 = lerpResult1996_g61884;
float3 tanNormal3180_g61884 = VertexNormal3185_g61884;
float3 worldNormal3180_g61884 = float3(dot(tanToWorld0,tanNormal3180_g61884), dot(tanToWorld1,tanNormal3180_g61884), dot(tanToWorld2,tanNormal3180_g61884));
float3 temp_output_3171_0_g61884 = ddx( worldNormal3180_g61884 );
float dotResult3173_g61884 = dot( temp_output_3171_0_g61884 , temp_output_3171_0_g61884 );
float3 temp_output_3170_0_g61884 = ddy( worldNormal3180_g61884 );
float dotResult3172_g61884 = dot( temp_output_3170_0_g61884 , temp_output_3170_0_g61884 );
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
float3 BaseColor = lerpResult2984_g61884;
float3 Normal = lerpResult2863_g61884;
float3 Emission = 0;
float3 Specular = lerpResult3436_g61884;
float Metallic = 0;
float Smoothness = saturate( ( ( _WaterSmoothnessStrength + ( ( _CATEGORY_SMOOTHNESS + _SPACE_SMOOTHNESS ) * 0.0 ) ) - min( ( ( dotResult3173_g61884 + dotResult3172_g61884 ) * 30.0 ) , 0.5 ) ) );
float Occlusion = 1;
float Alpha = clampResult3169_g61884;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = IN.positionCS.z;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = IN.positionCS;
inputData.shadowCoord = ShadowCoords;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
#else
inputData.normalWS = WorldNormal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#else
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#endif
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(IN.positionCS,
BaseColor,
Specular,
inputData.normalWS,
Metallic,
Occlusion,
Smoothness);
#endif
BRDFData brdfData;
InitializeBRDFData
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
half4 color;
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
color.a = Alpha;
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
}
ENDHLSL
}
Pass
{
Name "SceneSelectionPass"
Tags { "LightMode"="SceneSelectionPass" }
Cull Off
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#define SCENESELECTIONPASS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
o.ase_texcoord = screenPos;
o.ase_texcoord1.xyz = ase_worldPos;
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord1.w = eyeDepth;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord3.xyz = ase_worldTangent;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
o.ase_texcoord4.xyz = ase_worldNormal;
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord5.xyz = ase_worldBitangent;
o.ase_normal = v.normalOS;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
o.ase_texcoord5.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
o.ase_tangent = v.ase_tangent;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN , bool ase_vface : SV_IsFrontFace) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , ase_worldPos ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord1.w;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord2.xy ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
surfaceDescription.Alpha = clampResult3169_g61884;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
#ifdef SCENESELECTIONPASS
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#endif
return outColor;
}
ENDHLSL
}
Pass
{
Name "ScenePickingPass"
Tags { "LightMode"="Picking" }
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#define ASE_FOG 1
#define _SPECULAR_SETUP 1
#define ASE_DISTANCE_TESSELLATION
#define ASE_ABSOLUTE_VERTEX_POS 1
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_TESSELLATION 1
#pragma require tessellation tessHW
#pragma hull HullFunction
#pragma domain DomainFunction
#define ASE_PHONG_TESSELLATION
#define _NORMALMAP 1
#define ASE_SRP_VERSION 120114
#define REQUIRE_DEPTH_TEXTURE 1
#define REQUIRE_OPAQUE_TEXTURE 1
#define ASE_USING_SAMPLING_MACROS 1
#pragma vertex vert
#pragma fragment frag
#define SCENEPICKINGPASS 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define SHADERPASS SHADERPASS_DEPTHONLY
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_VERT_NORMAL
struct VertexInput
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
float4 ase_texcoord5 : TEXCOORD5;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _FoamOffshoreUVsDetail;
half4 _FoamOffshoreColor;
half4 _WaterDepthTint;
half4 _WaterShorelineTint;
half4 _WaterMidwaterTint;
half4 _FoamOffshoreDetailColor;
float4 _FoamShorelineUVsDetail;
half4 _FoamShorelineDetailColor;
half4 _WaterSpecularColor;
float4 _FoamOffshoreUVs;
float4 _FoamShorelineUVs;
half4 _FoamShorelineColor;
float3 _WaveGerstner02Direction;
float3 _WaveGerstner04Direction;
float3 _WaveGerstner01Direction;
float3 _WaveGerstner03Direction;
half _WaterReflectionFresnelScale;
float _SPACE_FOAMSHORELINE;
float _CATEGORY_FOAMSHORELINE;
half _FoamShorelineEnable;
half _FoamShorelineDistance;
half _WaterReflectionEnableFresnel;
float _CATEGORY_REFLECTION;
half _FoamShorelineDetailStrength;
float _FoamShorelineSpeed;
half _WaterNormalScaleW;
half _WaterNormalScaleZ;
float _SPACE_REFLECTION;
half _WaterNormalScaleY;
half _WaterNormalScaleX;
half _WaterReflectionEnable;
half _FoamShorelineStrength;
float _CATEGORY_COLORWATERLAYERS;
half _WaterReflectionFresnelBias;
half _WaterSmoothnessStrength;
float _SPACE_SPECULAR;
float _CATEGORY_SPECULAR;
half _WaterSpecularEnable;
half _WaterSpecularStrengthDielectricIOR;
half _WaterSpecularPower;
half _WaterSpecularWrapOffset;
half _WaterSpecularWrapScale;
float _SPACE_NORMALRIPPLE;
float _CATEGORY_NORMALRIPPLE;
half _WaterNormalEnable;
float _WaterNormalStrength;
half _WaterNormalSpeedW;
half _WaterNormalSpeedZ;
half _WaterNormalSpeedY;
half _WaterNormalSpeedX;
float _SPACE_FOAMOFFSHORE;
float _CATEGORY_FOAMOFFSHORE;
half _FoamOffshoreEnable;
half _FoamOffshoreDistance;
half _FoamOffshoreEdge;
half _FoamOffshoreDetailStrength;
float _FoamOffshoreSpeed;
half _FoamOffshoreStrength;
half _WaterReflectionFresnelStrength;
half _WaterReflectionSmoothness;
half _WaterReflectionProbeDetailURP;
half _WaveGerstner03PeakSharpness;
half _WaveGerstner03Height;
half _WaveGerstner03Speed;
half _WaveGerstner03Length;
half _WaveGerstner02Enable;
half _WaveGerstner02PeakSharpness;
half _WaveGerstner02Height;
half _WaveGerstner02Speed;
half _WaveGerstner02Length;
half _WaveGerstner01Enable;
half _WaveGerstner03Enable;
half _WaveGerstner01PeakSharpness;
half _WaveGerstner01Speed;
half _WaveGerstner01Length;
float _CATEGORY_TESSELLATION;
float _SPACE_TESSELLATION;
half _TessellationPhong;
half _TessellationDistanceMax;
half _TessellationDistanceMin;
half _TessellationStrength;
int _Cull;
float _SPACE_COLORWATERLAYERS;
half _WaveGerstner01Height;
half _WaveGerstner04Length;
half _WaveGerstner04Speed;
half _WaveGerstner04Height;
half _WaterReflectionCloud;
float _CATEGORY_SMOOTHNESS;
half _WaterReflectionWobble;
half _WaterReflectionBumpClamp;
half _WaterReflectionBumpScale;
half _WaterReflectionBumpStrength;
float _SPACE_REFRACTION;
float _CATEGORY_REFRACTION;
half _WaterRefractionScale;
float _SPACE_OPACITY;
float _CATEGORY_OPACITY;
half _WaterOpacity;
half _WaterOpacityShoreline;
half _WaterDepthOffset;
half _WaterShorelineOffset;
half _WaterShorelineDepth;
float _SPACE_WAVESGERSTNER;
float _CATEGORY_WAVESGERSTNER;
half _WaveGerstnerEnable;
float _WaveGerstnerEdgeFadeEnable;
float _WaveGerstnerEdgeFadeRange;
half _WaveGerstner04Enable;
half _WaveGerstner04PeakSharpness;
half _WaterReflectionType;
float _SPACE_SMOOTHNESS;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
TEXTURECUBE(_WaterReflectionCubemap);
TEXTURE2D(_WaterNormalMap);
SAMPLER(sampler_WaterNormalMap);
SAMPLER(sampler_WaterReflectionCubemap);
float SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD(float2 uv)
{
#if defined(REQUIRE_DEPTH_TEXTURE)
#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED)
float rawDepth = SAMPLE_TEXTURE2D_ARRAY_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, unity_StereoEyeIndex, 0).r;
#else
float rawDepth = SAMPLE_DEPTH_TEXTURE_LOD(_CameraDepthTexture, sampler_CameraDepthTexture, uv, 0);
#endif
return rawDepth;
#endif // REQUIRE_DEPTH_TEXTURE
return 0;
}
struct SurfaceDescription
{
float Alpha;
float AlphaClipThreshold;
};
VertexOutput VertexFunction(VertexInput v )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.positionOS).xyz );
float3 worldToObj2005_g61884 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 worldToObj419_g61886 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61886 = normalize( _WaveGerstner01Direction );
float temp_output_409_0_g61886 = ( TWO_PI / _WaveGerstner01Length );
float dotResult417_g61886 = dot( worldToObj419_g61886 , ( normalizeResult407_g61886 * temp_output_409_0_g61886 ) );
float temp_output_421_0_g61886 = ( dotResult417_g61886 - ( sqrt( ( temp_output_409_0_g61886 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner01Speed ) ) );
float temp_output_422_0_g61886 = cos( temp_output_421_0_g61886 );
float temp_output_432_0_g61886 = _WaveGerstner01Height;
float WaveHeight433_g61886 = temp_output_432_0_g61886;
float3 WaveDirection429_g61886 = normalizeResult407_g61886;
float temp_output_426_0_g61886 = sin( temp_output_421_0_g61886 );
float temp_output_431_0_g61886 = ( temp_output_409_0_g61886 * temp_output_432_0_g61886 );
float temp_output_435_0_g61886 = ( _WaveGerstner01PeakSharpness / temp_output_431_0_g61886 );
float3 lerpResult2419_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61886 * float3(0,1,0) ) * WaveHeight433_g61886 ) - ( WaveDirection429_g61886 * ( temp_output_426_0_g61886 * ( temp_output_435_0_g61886 * temp_output_432_0_g61886 ) ) ) ) , _WaveGerstner01Enable);
float3 worldToObj419_g61891 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61891 = normalize( _WaveGerstner02Direction );
float temp_output_409_0_g61891 = ( TWO_PI / _WaveGerstner02Length );
float dotResult417_g61891 = dot( worldToObj419_g61891 , ( normalizeResult407_g61891 * temp_output_409_0_g61891 ) );
float temp_output_421_0_g61891 = ( dotResult417_g61891 - ( sqrt( ( temp_output_409_0_g61891 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner02Speed ) ) );
float temp_output_422_0_g61891 = cos( temp_output_421_0_g61891 );
float temp_output_432_0_g61891 = _WaveGerstner02Height;
float WaveHeight433_g61891 = temp_output_432_0_g61891;
float3 WaveDirection429_g61891 = normalizeResult407_g61891;
float temp_output_426_0_g61891 = sin( temp_output_421_0_g61891 );
float temp_output_431_0_g61891 = ( temp_output_409_0_g61891 * temp_output_432_0_g61891 );
float temp_output_435_0_g61891 = ( _WaveGerstner02PeakSharpness / temp_output_431_0_g61891 );
float3 lerpResult2421_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61891 * float3(0,1,0) ) * WaveHeight433_g61891 ) - ( WaveDirection429_g61891 * ( temp_output_426_0_g61891 * ( temp_output_435_0_g61891 * temp_output_432_0_g61891 ) ) ) ) , _WaveGerstner02Enable);
float3 worldToObj419_g61890 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61890 = normalize( _WaveGerstner03Direction );
float temp_output_409_0_g61890 = ( TWO_PI / _WaveGerstner03Length );
float dotResult417_g61890 = dot( worldToObj419_g61890 , ( normalizeResult407_g61890 * temp_output_409_0_g61890 ) );
float temp_output_421_0_g61890 = ( dotResult417_g61890 - ( sqrt( ( temp_output_409_0_g61890 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner03Speed ) ) );
float temp_output_422_0_g61890 = cos( temp_output_421_0_g61890 );
float temp_output_432_0_g61890 = _WaveGerstner03Height;
float WaveHeight433_g61890 = temp_output_432_0_g61890;
float3 WaveDirection429_g61890 = normalizeResult407_g61890;
float temp_output_426_0_g61890 = sin( temp_output_421_0_g61890 );
float temp_output_431_0_g61890 = ( temp_output_409_0_g61890 * temp_output_432_0_g61890 );
float temp_output_435_0_g61890 = ( _WaveGerstner03PeakSharpness / temp_output_431_0_g61890 );
float3 lerpResult2414_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61890 * float3(0,1,0) ) * WaveHeight433_g61890 ) - ( WaveDirection429_g61890 * ( temp_output_426_0_g61890 * ( temp_output_435_0_g61890 * temp_output_432_0_g61890 ) ) ) ) , _WaveGerstner03Enable);
float3 worldToObj419_g61894 = mul( GetWorldToObjectMatrix(), float4( ase_worldPos, 1 ) ).xyz;
float3 normalizeResult407_g61894 = normalize( _WaveGerstner04Direction );
float temp_output_409_0_g61894 = ( TWO_PI / _WaveGerstner04Length );
float dotResult417_g61894 = dot( worldToObj419_g61894 , ( normalizeResult407_g61894 * temp_output_409_0_g61894 ) );
float temp_output_421_0_g61894 = ( dotResult417_g61894 - ( sqrt( ( temp_output_409_0_g61894 * 9.8 ) ) * ( _TimeParameters.x * _WaveGerstner04Speed ) ) );
float temp_output_422_0_g61894 = cos( temp_output_421_0_g61894 );
float temp_output_432_0_g61894 = _WaveGerstner04Height;
float WaveHeight433_g61894 = temp_output_432_0_g61894;
float3 WaveDirection429_g61894 = normalizeResult407_g61894;
float temp_output_426_0_g61894 = sin( temp_output_421_0_g61894 );
float temp_output_431_0_g61894 = ( temp_output_409_0_g61894 * temp_output_432_0_g61894 );
float temp_output_435_0_g61894 = ( _WaveGerstner04PeakSharpness / temp_output_431_0_g61894 );
float3 lerpResult3196_g61884 = lerp( float3( 0,0,0 ) , ( ( ( temp_output_422_0_g61894 * float3(0,1,0) ) * WaveHeight433_g61894 ) - ( WaveDirection429_g61894 * ( temp_output_426_0_g61894 * ( temp_output_435_0_g61894 * temp_output_432_0_g61894 ) ) ) ) , _WaveGerstner04Enable);
float3 temp_output_2006_0_g61884 = ( worldToObj2005_g61884 + ( ( ( lerpResult2419_g61884 + lerpResult2421_g61884 ) + lerpResult2414_g61884 ) + lerpResult3196_g61884 ) );
float4 ase_clipPos = TransformObjectToHClip((v.positionOS).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth3376_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH_LOD( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth3376_g61884 = saturate( abs( ( screenDepth3376_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaveGerstnerEdgeFadeRange ) ) );
float saferPower3373_g61884 = abs( saturate( distanceDepth3376_g61884 ) );
float Fade3386_g61884 = ( saturate( ( distance( _WorldSpaceCameraPos , ase_worldPos ) / _WaveGerstnerEdgeFadeRange ) ) * pow( saferPower3373_g61884 , 1.0 ) );
float3 lerpResult3389_g61884 = lerp( v.positionOS.xyz , temp_output_2006_0_g61884 , Fade3386_g61884);
float3 lerpResult3388_g61884 = lerp( temp_output_2006_0_g61884 , lerpResult3389_g61884 , _WaveGerstnerEdgeFadeEnable);
float temp_output_1991_0_g61884 = ( _WaveGerstnerEnable + ( ( _CATEGORY_WAVESGERSTNER + _SPACE_WAVESGERSTNER ) * 0.0 ) );
float3 lerpResult1995_g61884 = lerp( v.positionOS.xyz , lerpResult3388_g61884 , temp_output_1991_0_g61884);
float3 _Vector3 = float3(0,0,1);
float3 break452_g61886 = ( ( temp_output_426_0_g61886 * temp_output_431_0_g61886 ) * WaveDirection429_g61886 );
float3 appendResult454_g61886 = (float3(break452_g61886.x , ( 1.0 - ( ( temp_output_422_0_g61886 * temp_output_431_0_g61886 ) * temp_output_435_0_g61886 ) ) , break452_g61886.z));
float3 lerpResult2420_g61884 = lerp( _Vector3 , appendResult454_g61886 , _WaveGerstner01Enable);
float3 break452_g61891 = ( ( temp_output_426_0_g61891 * temp_output_431_0_g61891 ) * WaveDirection429_g61891 );
float3 appendResult454_g61891 = (float3(break452_g61891.x , ( 1.0 - ( ( temp_output_422_0_g61891 * temp_output_431_0_g61891 ) * temp_output_435_0_g61891 ) ) , break452_g61891.z));
float3 lerpResult2422_g61884 = lerp( _Vector3 , appendResult454_g61891 , _WaveGerstner02Enable);
float3 break452_g61890 = ( ( temp_output_426_0_g61890 * temp_output_431_0_g61890 ) * WaveDirection429_g61890 );
float3 appendResult454_g61890 = (float3(break452_g61890.x , ( 1.0 - ( ( temp_output_422_0_g61890 * temp_output_431_0_g61890 ) * temp_output_435_0_g61890 ) ) , break452_g61890.z));
float3 lerpResult2423_g61884 = lerp( _Vector3 , appendResult454_g61890 , _WaveGerstner03Enable);
float3 break452_g61894 = ( ( temp_output_426_0_g61894 * temp_output_431_0_g61894 ) * WaveDirection429_g61894 );
float3 appendResult454_g61894 = (float3(break452_g61894.x , ( 1.0 - ( ( temp_output_422_0_g61894 * temp_output_431_0_g61894 ) * temp_output_435_0_g61894 ) ) , break452_g61894.z));
float3 lerpResult3195_g61884 = lerp( _Vector3 , appendResult454_g61894 , _WaveGerstner04Enable);
float4 weightedBlendVar3205_g61884 = float4(0.25,0.25,0.25,0.25);
float3 weightedBlend3205_g61884 = ( weightedBlendVar3205_g61884.x*lerpResult2420_g61884 + weightedBlendVar3205_g61884.y*lerpResult2422_g61884 + weightedBlendVar3205_g61884.z*lerpResult2423_g61884 + weightedBlendVar3205_g61884.w*lerpResult3195_g61884 );
float3 lerpResult3398_g61884 = lerp( v.normalOS , weightedBlend3205_g61884 , Fade3386_g61884);
float3 lerpResult3397_g61884 = lerp( weightedBlend3205_g61884 , lerpResult3398_g61884 , _WaveGerstnerEdgeFadeEnable);
float3 lerpResult1996_g61884 = lerp( v.normalOS , lerpResult3397_g61884 , temp_output_1991_0_g61884);
o.ase_texcoord = screenPos;
o.ase_texcoord1.xyz = ase_worldPos;
float3 objectToViewPos = TransformWorldToView(TransformObjectToWorld(v.positionOS.xyz));
float eyeDepth = -objectToViewPos.z;
o.ase_texcoord1.w = eyeDepth;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord3.xyz = ase_worldTangent;
float3 ase_worldNormal = TransformObjectToWorldNormal(v.normalOS);
o.ase_texcoord4.xyz = ase_worldNormal;
float ase_vertexTangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord5.xyz = ase_worldBitangent;
o.ase_normal = v.normalOS;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.zw = 0;
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
o.ase_texcoord5.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = lerpResult1995_g61884;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normalOS = lerpResult1996_g61884;
float3 positionWS = TransformObjectToWorld( v.positionOS.xyz );
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 normalOS : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.positionOS;
o.normalOS = v.normalOS;
o.ase_texcoord = v.ase_texcoord;
o.ase_tangent = v.ase_tangent;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessellationStrength; float tessMin = _TessellationDistanceMin; float tessMax = _TessellationDistanceMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.positionOS = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.positionOS.xyz - patch[i].normalOS * (dot(o.positionOS.xyz, patch[i].normalOS) - dot(patch[i].vertex.xyz, patch[i].normalOS));
float phongStrength = _TessellationPhong;
o.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.positionOS.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN , bool ase_vface : SV_IsFrontFace) : SV_TARGET
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float screenDepth2129_g61884 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float distanceDepth2129_g61884 = abs( ( screenDepth2129_g61884 - LinearEyeDepth( ase_screenPosNorm.z,_ZBufferParams ) ) / ( _WaterShorelineDepth ) );
float4 lerpResult25_g61884 = lerp( _WaterShorelineTint , _WaterMidwaterTint , saturate( (distanceDepth2129_g61884*1.0 + _WaterShorelineOffset) ));
float4 lerpResult105_g61884 = lerp( _WaterDepthTint , lerpResult25_g61884 , saturate( (distanceDepth2129_g61884*-1.0 + _WaterDepthOffset) ));
#ifdef UNITY_PASS_FORWARDADD
float staticSwitch37_g61884 = 0.0;
#else
float staticSwitch37_g61884 = ( 1.0 - ( ( 1.0 - saturate( (distanceDepth2129_g61884*-5.0 + _WaterOpacityShoreline) ) ) * ( 1.0 - ( _WaterOpacity + ( ( _CATEGORY_OPACITY + _SPACE_OPACITY ) * 0.0 ) ) ) ) );
#endif
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float temp_output_8_0_g61913 = saturate( ( ( distance( _WorldSpaceCameraPos , ase_worldPos ) - 8.0 ) / 80.0 ) );
float eyeDepth = IN.ase_texcoord1.w;
float eyeDepth7_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float2 temp_output_21_0_g61911 = ( (( IN.ase_normal * ( 1.0 - temp_output_8_0_g61913 ) )).xy * ( ( _WaterRefractionScale + ( ( _CATEGORY_REFRACTION + _SPACE_REFRACTION ) * 0.0 ) ) / max( eyeDepth , 0.1 ) ) * saturate( ( eyeDepth7_g61911 - eyeDepth ) ) );
float eyeDepth27_g61911 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ( float4( temp_output_21_0_g61911, 0.0 , 0.0 ) + ase_screenPosNorm ).xy ),_ZBufferParams);
float2 temp_output_15_0_g61911 = (( float4( ( temp_output_21_0_g61911 * saturate( ( eyeDepth27_g61911 - eyeDepth ) ) ), 0.0 , 0.0 ) + ase_screenPosNorm )).xy;
float4 fetchOpaqueVal89_g61911 = float4( SHADERGRAPH_SAMPLE_SCENE_COLOR( temp_output_15_0_g61911 ), 1.0 );
float RefractionScale119_g61911 = _WaterRefractionScale;
float4 temp_output_2480_0_g61884 = ( ( fetchOpaqueVal89_g61911 * RefractionScale119_g61911 ) * staticSwitch37_g61884 );
float4 temp_output_59_0_g61901 = temp_output_2480_0_g61884;
float3 unpack244_g61901 = UnpackNormalScale( SAMPLE_TEXTURE2D( _WaterNormalMap, sampler_WaterNormalMap, IN.ase_texcoord2.xy ), _WaterReflectionBumpStrength );
unpack244_g61901.z = lerp( 1, unpack244_g61901.z, saturate(_WaterReflectionBumpStrength) );
float3 temp_output_70_0_g61902 = unpack244_g61901;
float temp_output_96_0_g61902 = _WaterReflectionBumpClamp;
float2 temp_cast_5 = (-temp_output_96_0_g61902).xx;
float2 temp_cast_6 = (temp_output_96_0_g61902).xx;
float2 clampResult87_g61902 = clamp( ( (( temp_output_70_0_g61902 * 50.0 )).xy * _WaterReflectionBumpScale ) , temp_cast_5 , temp_cast_6 );
float4 appendResult85_g61902 = (float4(1.0 , 0.0 , 1.0 , temp_output_70_0_g61902.x));
float3 unpack82_g61902 = UnpackNormalScale( appendResult85_g61902, 0.15 );
unpack82_g61902.z = lerp( 1, unpack82_g61902.z, saturate(0.15) );
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
float3 ase_worldNormal = IN.ase_texcoord4.xyz;
float3 ase_worldBitangent = IN.ase_texcoord5.xyz;
float3 tanToWorld0 = float3( ase_worldTangent.x, ase_worldBitangent.x, ase_worldNormal.x );
float3 tanToWorld1 = float3( ase_worldTangent.y, ase_worldBitangent.y, ase_worldNormal.y );
float3 tanToWorld2 = float3( ase_worldTangent.z, ase_worldBitangent.z, ase_worldNormal.z );
float3 ase_worldViewDir = ( _WorldSpaceCameraPos.xyz - ase_worldPos );
ase_worldViewDir = normalize(ase_worldViewDir);
float3 worldRefl88_g61902 = reflect( -ase_worldViewDir, float3( dot( tanToWorld0, unpack82_g61902 ), dot( tanToWorld1, unpack82_g61902 ), dot( tanToWorld2, unpack82_g61902 ) ) );
float4 texCUBENode67_g61902 = SAMPLE_TEXTURECUBE_LOD( _WaterReflectionCubemap, sampler_WaterReflectionCubemap, ( float3( clampResult87_g61902 , 0.0 ) + worldRefl88_g61902 + _WaterReflectionWobble ), ( 1.0 - _WaterReflectionSmoothness ) );
float4 temp_cast_8 = (texCUBENode67_g61902.r).xxxx;
float4 lerpResult91_g61902 = lerp( texCUBENode67_g61902 , temp_cast_8 , _WaterReflectionCloud);
float4 temp_output_154_21_g61901 = lerpResult91_g61902;
float3 ase_tanViewDir = tanToWorld0 * ase_worldViewDir.x + tanToWorld1 * ase_worldViewDir.y + tanToWorld2 * ase_worldViewDir.z;
ase_tanViewDir = normalize(ase_tanViewDir);
float3 appendResult113_g61903 = (float3(ase_tanViewDir.x , ( 1.0 - ase_tanViewDir.y ) , ase_tanViewDir.z));
float3 temp_output_70_0_g61903 = unpack244_g61901;
float temp_output_95_0_g61903 = _WaterReflectionBumpScale;
float temp_output_96_0_g61903 = _WaterReflectionBumpClamp;
float2 temp_cast_11 = (-temp_output_96_0_g61903).xx;
float2 temp_cast_12 = (temp_output_96_0_g61903).xx;
float2 clampResult87_g61903 = clamp( ( (( temp_output_70_0_g61903 * 50.0 )).xy * temp_output_95_0_g61903 ) , temp_cast_11 , temp_cast_12 );
float temp_output_17_0_g61903 = _WaterReflectionWobble;
float3 appendResult134_g61903 = (float3(temp_output_17_0_g61903 , temp_output_17_0_g61903 , temp_output_17_0_g61903));
float3 temp_output_107_0_g61903 = SHADERGRAPH_REFLECTION_PROBE(-appendResult113_g61903,( float3( clampResult87_g61903 , 0.0 ) + appendResult134_g61903 ),_WaterReflectionProbeDetailURP);
float3 temp_cast_14 = (temp_output_107_0_g61903.x).xxx;
float3 lerpResult91_g61903 = lerp( temp_output_107_0_g61903 , temp_cast_14 , _WaterReflectionCloud);
float4 appendResult111_g61903 = (float4(lerpResult91_g61903 , 0.0));
float4 lerpResult139_g61901 = lerp( temp_output_154_21_g61901 , appendResult111_g61903 , _WaterReflectionType);
float fresnelNdotV23_g61901 = dot( ase_worldNormal, ase_worldViewDir );
float fresnelNode23_g61901 = ( _WaterReflectionFresnelBias + _WaterReflectionFresnelScale * pow( max( 1.0 - fresnelNdotV23_g61901 , 0.0001 ), 5.0 ) );
float4 lerpResult73_g61901 = lerp( float4( 0,0,0,0 ) , lerpResult139_g61901 , ( _WaterReflectionFresnelStrength * fresnelNode23_g61901 ));
float4 lerpResult133_g61901 = lerp( lerpResult139_g61901 , lerpResult73_g61901 , _WaterReflectionEnableFresnel);
float4 switchResult85_g61901 = (((ase_vface>0)?(lerpResult133_g61901):(float4( 0,0,0,0 ))));
float4 temp_cast_16 = (0.0).xxxx;
#ifdef UNITY_PASS_FORWARDADD
float4 staticSwitch95_g61901 = temp_cast_16;
#else
float4 staticSwitch95_g61901 = ( ( ( 1.0 - 0.5 ) * switchResult85_g61901 ) + ( temp_output_59_0_g61901 * 0.5 ) );
#endif
float4 lerpResult138_g61901 = lerp( temp_output_59_0_g61901 , staticSwitch95_g61901 , ( _WaterReflectionEnable + ( ( _CATEGORY_REFLECTION + _SPACE_REFLECTION ) * 0.0 ) ));
float4 temp_output_2481_0_g61884 = ( ( lerpResult105_g61884 * ( 1.0 - staticSwitch37_g61884 ) ) + lerpResult138_g61901 );
float clampResult3169_g61884 = clamp( temp_output_2481_0_g61884.a , 0.5 , 1.0 );
surfaceDescription.Alpha = clampResult3169_g61884;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
float alphaClipThreshold = 0.01f;
#if ALPHA_CLIP_THRESHOLD
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
#endif
clip(surfaceDescription.Alpha - alphaClipThreshold);
#endif
half4 outColor = 0;
#ifdef SCENESELECTIONPASS
outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
#elif defined(SCENEPICKINGPASS)
outColor = _SelectionID;
#endif
return outColor;
}
ENDHLSL
}
}
CustomEditor "ALP8310_ShaderGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
}
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ASEEND*/
//CHKSM=0A9AE72CD5B206FF3A6FCF60F4D1E6596A44C615