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VR-WuKong/Assets/GameRes/Main/SceneArt/VRScene/CartoonOriental/Scene/Materials/LandScape.shader

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2025-11-14 18:44:06 +08:00
// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "ASE/LandScape"
{
Properties
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[ASEBegin]_Color1("Color 0", Color) = (0.4899876,0.7264151,0.5653766,0)
[NoScaleOffset]_MainTex("MainTex", 2D) = "white" {}
[NoScaleOffset]_SecondTex("SecondTex", 2D) = "white" {}
[NoScaleOffset][Normal]_MainNormalTex("MainNormalTex", 2D) = "bump" {}
[NoScaleOffset][Normal]_SecondNormalTex("SecondNormalTex", 2D) = "bump" {}
[NoScaleOffset]_MainRoughTex("MainRoughTex", 2D) = "white" {}
[NoScaleOffset]_SecondRoughTex("SecondRoughTex", 2D) = "white" {}
_UvTilling("UvTilling", Vector) = (1,0,1,0)
_Smoothness("Smoothness", Vector) = (0,0,0,0)
[Toggle]_IsWorldNormal("IsWorldNormal", Float) = 0
_Slope("Slope", Float) = 0
_WaterColor1("WaterColor", Color) = (0,0,0,0)
_WaterNoiseScale1("WaterNoiseScale", Vector) = (0,0,0,0)
[Normal]_WaterWaveNormal("WaterWaveNormal", 2D) = "bump" {}
_WaterWaveNormalScale("WaterWaveNormalScale", Vector) = (0,0,0,0)
_WaterWaveNoiseScale("WaterWaveNoiseScale", Float) = 0
_WaterWaveSpeedDir("WaterWaveSpeedDir", Vector) = (0,0,0,0)
_RippleMask("RippleMask", 2D) = "white" {}
_RippleScaleA("RippleScaleA", Float) = 30
_RippleScaleB("RippleScaleB", Float) = 50
_RippleMaskStrength("RippleMaskStrength", Float) = 0.75
_RippleStrength("RippleStrength", Range( 0 , 1)) = 1
_Rainny("Rainny", Float) = 0
_SnowColor("SnowColor", Color) = (0.7008722,0.8192374,0.8490566,0)
_SnowNoiseScale("SnowNoiseScale", Vector) = (0,0,0,0)
[Normal]_SnowNormalTex("SnowNormalTex", 2D) = "bump" {}
_SnowNormalStrength("SnowNormalStrength", Float) = 0
[ASEEnd]_Snownny("Snownny", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
AlphaToMask Off
HLSLINCLUDE
#pragma target 2.0
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;
}
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_FORWARD
#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.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 lightmapUVOrVertexSH : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 screenPos : TEXCOORD6;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord7 : TEXCOORD7;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _SecondTex;
sampler2D _MainNormalTex;
sampler2D _SecondNormalTex;
sampler2D _WaterWaveNormal;
sampler2D _RippleMask;
sampler2D _SnowNormalTex;
sampler2D _MainRoughTex;
sampler2D _SecondRoughTex;
inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }
inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }
inline float valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac( uv );
f = f* f * (3.0 - 2.0 * f);
uv = abs( frac(uv) - 0.5);
float2 c0 = i + float2( 0.0, 0.0 );
float2 c1 = i + float2( 1.0, 0.0 );
float2 c2 = i + float2( 0.0, 1.0 );
float2 c3 = i + float2( 1.0, 1.0 );
float r0 = noise_randomValue( c0 );
float r1 = noise_randomValue( c1 );
float r2 = noise_randomValue( c2 );
float r3 = noise_randomValue( c3 );
float bottomOfGrid = noise_interpolate( r0, r1, f.x );
float topOfGrid = noise_interpolate( r2, r3, f.x );
float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );
return t;
}
float SimpleNoise(float2 UV)
{
float t = 0.0;
float freq = pow( 2.0, float( 0 ) );
float amp = pow( 0.5, float( 3 - 0 ) );
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += valueNoise( UV/freq )*amp;
return t;
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float3 PerturbNormal107_g34( float3 surf_pos, float3 surf_norm, float height, float scale )
{
// "Bump Mapping Unparametrized Surfaces on the GPU" by Morten S. Mikkelsen
float3 vSigmaS = ddx( surf_pos );
float3 vSigmaT = ddy( surf_pos );
float3 vN = surf_norm;
float3 vR1 = cross( vSigmaT , vN );
float3 vR2 = cross( vN , vSigmaS );
float fDet = dot( vSigmaS , vR1 );
float dBs = ddx( height );
float dBt = ddy( height );
float3 vSurfGrad = scale * 0.05 * sign( fDet ) * ( dBs * vR1 + dBt * vR2 );
return normalize ( abs( fDet ) * vN - vSurfGrad );
}
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);
o.ase_normal = v.ase_normal;
o.ase_texcoord7.xy = v.texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord7.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 positionVS = TransformWorldToView( positionWS );
float4 positionCS = TransformWorldToHClip( positionWS );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord;
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
#ifdef ASE_FOG
half fogFactor = ComputeFogFactor( positionCS.z );
#else
half fogFactor = 0;
#endif
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
o.screenPos = ComputeScreenPos(positionCS);
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
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.vertex;
o.ase_normal = v.ase_normal;
o.ase_tangent = v.ase_tangent;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.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 );
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 ScreenPos = IN.screenPos;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 temp_output_23_0 = (( WorldPosition * _UvTilling )).xz;
float dotResult19 = dot( (( _IsWorldNormal )?( WorldNormal ):( IN.ase_normal )) , float3(0,1,0) );
float temp_output_36_0 = saturate( ( dotResult19 * _Slope ) );
float4 lerpResult11 = lerp( ( _Color1 * tex2D( _MainTex, temp_output_23_0 ) ) , tex2D( _SecondTex, temp_output_23_0 ) , temp_output_36_0);
float2 appendResult48 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise49 = SimpleNoise( appendResult48*_WaterNoiseScale1.x );
float simpleNoise50 = SimpleNoise( appendResult48*_WaterNoiseScale1.y );
float dotResult57 = dot( WorldNormal , float3( 0,1,0 ) );
float temp_output_58_0 = ( ( _Rainny * ( 1.0 - saturate( ( pow( ( simpleNoise49 * simpleNoise50 ) , _WaterNoiseScale1.z ) * _WaterNoiseScale1.w ) ) ) ) * dotResult57 );
float4 lerpResult44 = lerp( lerpResult11 , _WaterColor1 , temp_output_58_0);
float2 appendResult96 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise99 = SimpleNoise( appendResult96*_SnowNoiseScale.x );
float simpleNoise98 = SimpleNoise( appendResult96*_SnowNoiseScale.y );
float3 lerpResult17 = lerp( UnpackNormalScale( tex2D( _MainNormalTex, temp_output_23_0 ), 1.0f ) , UnpackNormalScale( tex2D( _SecondNormalTex, temp_output_23_0 ), 1.0f ) , temp_output_36_0);
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 tanNormal92 = lerpResult17;
float3 worldNormal92 = float3(dot(tanToWorld0,tanNormal92), dot(tanToWorld1,tanNormal92), dot(tanToWorld2,tanNormal92));
float dotResult93 = dot( worldNormal92 , float3( 0,1,0 ) );
float temp_output_94_0 = ( ( _Snownny * ( 1.0 - saturate( ( pow( ( simpleNoise99 * simpleNoise98 ) , _SnowNoiseScale.z ) * _SnowNoiseScale.w ) ) ) ) * dotResult93 );
float4 lerpResult86 = lerp( lerpResult44 , _SnowColor , temp_output_94_0);
float2 appendResult69 = (float2(WorldPosition.x , WorldPosition.z));
float2 temp_output_75_0 = ( appendResult69 * _WaterWaveNoiseScale );
float2 appendResult59 = (float2(_WaterWaveSpeedDir.x , _WaterWaveSpeedDir.y));
float3 unpack62 = UnpackNormalScale( tex2D( _WaterWaveNormal, ( temp_output_75_0 + ( _TimeParameters.x * appendResult59 ) ) ), _WaterWaveNormalScale.x );
unpack62.z = lerp( 1, unpack62.z, saturate(_WaterWaveNormalScale.x) );
float2 appendResult70 = (float2(_WaterWaveSpeedDir.z , _WaterWaveSpeedDir.w));
float3 unpack65 = UnpackNormalScale( tex2D( _WaterWaveNormal, ( temp_output_75_0 + ( _TimeParameters.x * appendResult70 ) ) ), _WaterWaveNormalScale.y );
unpack65.z = lerp( 1, unpack65.z, saturate(_WaterWaveNormalScale.y) );
float3 surf_pos107_g34 = WorldPosition;
float3 surf_norm107_g34 = WorldNormal;
float2 temp_output_87_0_g33 = ( (WorldPosition).xz * 0.1 );
float2 temp_output_62_0_g33 = ( temp_output_87_0_g33 * _RippleScaleA );
float simplePerlin2D74_g33 = snoise( ( floor( temp_output_62_0_g33 ) + ( _TimeParameters.x * float2( 0,1 ) ) ) );
simplePerlin2D74_g33 = simplePerlin2D74_g33*0.5 + 0.5;
float saferPower31_g33 = max( simplePerlin2D74_g33 , 0.0001 );
float temp_output_33_0_g33 = sin( saturate( ( pow( saferPower31_g33 , 5.0 ) * 1.0 ) ) );
float2 temp_output_70_0_g33 = ( temp_output_87_0_g33 * _RippleScaleB );
float simplePerlin2D39_g33 = snoise( ( floor( temp_output_70_0_g33 ) + ( _TimeParameters.x * float2( 1,0 ) ) ) );
simplePerlin2D39_g33 = simplePerlin2D39_g33*0.5 + 0.5;
float saferPower40_g33 = max( simplePerlin2D39_g33 , 0.0001 );
float temp_output_42_0_g33 = sin( saturate( ( pow( saferPower40_g33 , 5.0 ) * 1.0 ) ) );
float rippleMask51_g33 = saturate( ( ( tex2D( _RippleMask, ( ( ( frac( temp_output_62_0_g33 ) - float2( 0.5,0.5 ) ) * (2.0 + (temp_output_33_0_g33 - -1.0) * (1.0 - 2.0) / (1.0 - -1.0)) ) + float2( 0.5,0.5 ) ) ).r * temp_output_33_0_g33 ) + ( tex2D( _RippleMask, ( ( ( frac( temp_output_70_0_g33 ) - float2( 0.5,0.5 ) ) * (2.0 + (temp_output_42_0_g33 - -1.0) * (1.0 - 2.0) / (1.0 - -1.0)) ) + float2( 0.5,0.5 ) ) ).r * temp_output_42_0_g33 ) ) );
float height107_g34 = ( rippleMask51_g33 * _RippleMaskStrength );
float scale107_g34 = _RippleStrength;
float3 localPerturbNormal107_g34 = PerturbNormal107_g34( surf_pos107_g34 , surf_norm107_g34 , height107_g34 , scale107_g34 );
float3x3 ase_worldToTangent = float3x3(WorldTangent,WorldBiTangent,WorldNormal);
float3 worldToTangentDir42_g34 = mul( ase_worldToTangent, localPerturbNormal107_g34);
float3 lerpResult39 = lerp( lerpResult17 , BlendNormal( BlendNormal( unpack62 , unpack65 ) , worldToTangentDir42_g34 ) , temp_output_58_0);
float2 uv_SnowNormalTex = IN.ase_texcoord7.xy * _SnowNormalTex_ST.xy + _SnowNormalTex_ST.zw;
float3 unpack90 = UnpackNormalScale( tex2D( _SnowNormalTex, uv_SnowNormalTex ), _SnowNormalStrength );
unpack90.z = lerp( 1, unpack90.z, saturate(_SnowNormalStrength) );
float3 lerpResult85 = lerp( lerpResult39 , unpack90 , temp_output_94_0);
float lerpResult16 = lerp( ( ( 1.0 - tex2D( _MainRoughTex, temp_output_23_0 ).r ) * _Smoothness.x ) , ( ( 1.0 - tex2D( _SecondRoughTex, temp_output_23_0 ).r ) * _Smoothness.y ) , temp_output_36_0);
float lerpResult40 = lerp( saturate( lerpResult16 ) , 1.0 , temp_output_58_0);
float lerpResult84 = lerp( lerpResult40 , 0.5 , temp_output_94_0);
float3 Albedo = lerpResult86.rgb;
float3 Normal = lerpResult85;
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = 0;
float Smoothness = lerpResult84;
float Occlusion = 1;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
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
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#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
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#ifdef _ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
half4 color = UniversalFragmentPBR(
inputData,
Albedo,
Metallic,
Specular,
Smoothness,
Occlusion,
Emission,
Alpha);
#ifdef _TRANSMISSION_ASE
{
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 += Albedo * 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 += Albedo * transmission;
}
#endif
}
#endif
#ifdef _TRANSLUCENCY_ASE
{
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 += Albedo * 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 += Albedo * translucency * strength;
}
#endif
}
#endif
#ifdef _REFRACTION_ASE
float4 projScreenPos = ScreenPos / ScreenPos.w;
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * 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
return color;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_SHADOWCASTER
#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/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float3 _LightDirection;
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir(v.ase_normal);
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = clipPos;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
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.vertex;
o.ase_normal = v.ase_normal;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#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
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_DEPTHONLY
#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/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
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);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
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.vertex;
o.ase_normal = v.ase_normal;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#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
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "Meta"
Tags { "LightMode"="Meta" }
Cull Off
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_META
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _SecondTex;
sampler2D _MainNormalTex;
sampler2D _SecondNormalTex;
inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }
inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }
inline float valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac( uv );
f = f* f * (3.0 - 2.0 * f);
uv = abs( frac(uv) - 0.5);
float2 c0 = i + float2( 0.0, 0.0 );
float2 c1 = i + float2( 1.0, 0.0 );
float2 c2 = i + float2( 0.0, 1.0 );
float2 c3 = i + float2( 1.0, 1.0 );
float r0 = noise_randomValue( c0 );
float r1 = noise_randomValue( c1 );
float r2 = noise_randomValue( c2 );
float r3 = noise_randomValue( c3 );
float bottomOfGrid = noise_interpolate( r0, r1, f.x );
float topOfGrid = noise_interpolate( r2, r3, f.x );
float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );
return t;
}
float SimpleNoise(float2 UV)
{
float t = 0.0;
float freq = pow( 2.0, float( 0 ) );
float amp = pow( 0.5, float( 3 - 0 ) );
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += valueNoise( UV/freq )*amp;
return t;
}
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_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
o.ase_texcoord2.xyz = ase_worldNormal;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord3.xyz = ase_worldTangent;
float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord4.xyz = ase_worldBitangent;
o.ase_normal = v.ase_normal;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
o.clipPos = MetaVertexPosition( v.vertex, v.texcoord1.xy, v.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
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.vertex;
o.ase_normal = v.ase_normal;
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 = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 temp_output_23_0 = (( WorldPosition * _UvTilling )).xz;
float3 ase_worldNormal = IN.ase_texcoord2.xyz;
float dotResult19 = dot( (( _IsWorldNormal )?( ase_worldNormal ):( IN.ase_normal )) , float3(0,1,0) );
float temp_output_36_0 = saturate( ( dotResult19 * _Slope ) );
float4 lerpResult11 = lerp( ( _Color1 * tex2D( _MainTex, temp_output_23_0 ) ) , tex2D( _SecondTex, temp_output_23_0 ) , temp_output_36_0);
float2 appendResult48 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise49 = SimpleNoise( appendResult48*_WaterNoiseScale1.x );
float simpleNoise50 = SimpleNoise( appendResult48*_WaterNoiseScale1.y );
float dotResult57 = dot( ase_worldNormal , float3( 0,1,0 ) );
float temp_output_58_0 = ( ( _Rainny * ( 1.0 - saturate( ( pow( ( simpleNoise49 * simpleNoise50 ) , _WaterNoiseScale1.z ) * _WaterNoiseScale1.w ) ) ) ) * dotResult57 );
float4 lerpResult44 = lerp( lerpResult11 , _WaterColor1 , temp_output_58_0);
float2 appendResult96 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise99 = SimpleNoise( appendResult96*_SnowNoiseScale.x );
float simpleNoise98 = SimpleNoise( appendResult96*_SnowNoiseScale.y );
float3 lerpResult17 = lerp( UnpackNormalScale( tex2D( _MainNormalTex, temp_output_23_0 ), 1.0f ) , UnpackNormalScale( tex2D( _SecondNormalTex, temp_output_23_0 ), 1.0f ) , temp_output_36_0);
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
float3 ase_worldBitangent = IN.ase_texcoord4.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 tanNormal92 = lerpResult17;
float3 worldNormal92 = float3(dot(tanToWorld0,tanNormal92), dot(tanToWorld1,tanNormal92), dot(tanToWorld2,tanNormal92));
float dotResult93 = dot( worldNormal92 , float3( 0,1,0 ) );
float temp_output_94_0 = ( ( _Snownny * ( 1.0 - saturate( ( pow( ( simpleNoise99 * simpleNoise98 ) , _SnowNoiseScale.z ) * _SnowNoiseScale.w ) ) ) ) * dotResult93 );
float4 lerpResult86 = lerp( lerpResult44 , _SnowColor , temp_output_94_0);
float3 Albedo = lerpResult86.rgb;
float3 Emission = 0;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
MetaInput metaInput = (MetaInput)0;
metaInput.Albedo = Albedo;
metaInput.Emission = Emission;
return MetaFragment(metaInput);
}
ENDHLSL
}
Pass
{
Name "Universal2D"
Tags { "LightMode"="Universal2D" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma enable_d3d11_debug_symbols
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_2D
#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.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_VERT_NORMAL
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float3 ase_normal : NORMAL;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _SecondTex;
sampler2D _MainNormalTex;
sampler2D _SecondNormalTex;
inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }
inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }
inline float valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac( uv );
f = f* f * (3.0 - 2.0 * f);
uv = abs( frac(uv) - 0.5);
float2 c0 = i + float2( 0.0, 0.0 );
float2 c1 = i + float2( 1.0, 0.0 );
float2 c2 = i + float2( 0.0, 1.0 );
float2 c3 = i + float2( 1.0, 1.0 );
float r0 = noise_randomValue( c0 );
float r1 = noise_randomValue( c1 );
float r2 = noise_randomValue( c2 );
float r3 = noise_randomValue( c3 );
float bottomOfGrid = noise_interpolate( r0, r1, f.x );
float topOfGrid = noise_interpolate( r2, r3, f.x );
float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );
return t;
}
float SimpleNoise(float2 UV)
{
float t = 0.0;
float freq = pow( 2.0, float( 0 ) );
float amp = pow( 0.5, float( 3 - 0 ) );
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += valueNoise( UV/freq )*amp;
return t;
}
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_worldNormal = TransformObjectToWorldNormal(v.ase_normal);
o.ase_texcoord2.xyz = ase_worldNormal;
float3 ase_worldTangent = TransformObjectToWorldDir(v.ase_tangent.xyz);
o.ase_texcoord3.xyz = ase_worldTangent;
float ase_vertexTangentSign = v.ase_tangent.w * unity_WorldTransformParams.w;
float3 ase_worldBitangent = cross( ase_worldNormal, ase_worldTangent ) * ase_vertexTangentSign;
o.ase_texcoord4.xyz = ase_worldBitangent;
o.ase_normal = v.ase_normal;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord3.w = 0;
o.ase_texcoord4.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
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.vertex;
o.ase_normal = v.ase_normal;
o.ase_tangent = v.ase_tangent;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * 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.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 temp_output_23_0 = (( WorldPosition * _UvTilling )).xz;
float3 ase_worldNormal = IN.ase_texcoord2.xyz;
float dotResult19 = dot( (( _IsWorldNormal )?( ase_worldNormal ):( IN.ase_normal )) , float3(0,1,0) );
float temp_output_36_0 = saturate( ( dotResult19 * _Slope ) );
float4 lerpResult11 = lerp( ( _Color1 * tex2D( _MainTex, temp_output_23_0 ) ) , tex2D( _SecondTex, temp_output_23_0 ) , temp_output_36_0);
float2 appendResult48 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise49 = SimpleNoise( appendResult48*_WaterNoiseScale1.x );
float simpleNoise50 = SimpleNoise( appendResult48*_WaterNoiseScale1.y );
float dotResult57 = dot( ase_worldNormal , float3( 0,1,0 ) );
float temp_output_58_0 = ( ( _Rainny * ( 1.0 - saturate( ( pow( ( simpleNoise49 * simpleNoise50 ) , _WaterNoiseScale1.z ) * _WaterNoiseScale1.w ) ) ) ) * dotResult57 );
float4 lerpResult44 = lerp( lerpResult11 , _WaterColor1 , temp_output_58_0);
float2 appendResult96 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise99 = SimpleNoise( appendResult96*_SnowNoiseScale.x );
float simpleNoise98 = SimpleNoise( appendResult96*_SnowNoiseScale.y );
float3 lerpResult17 = lerp( UnpackNormalScale( tex2D( _MainNormalTex, temp_output_23_0 ), 1.0f ) , UnpackNormalScale( tex2D( _SecondNormalTex, temp_output_23_0 ), 1.0f ) , temp_output_36_0);
float3 ase_worldTangent = IN.ase_texcoord3.xyz;
float3 ase_worldBitangent = IN.ase_texcoord4.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 tanNormal92 = lerpResult17;
float3 worldNormal92 = float3(dot(tanToWorld0,tanNormal92), dot(tanToWorld1,tanNormal92), dot(tanToWorld2,tanNormal92));
float dotResult93 = dot( worldNormal92 , float3( 0,1,0 ) );
float temp_output_94_0 = ( ( _Snownny * ( 1.0 - saturate( ( pow( ( simpleNoise99 * simpleNoise98 ) , _SnowNoiseScale.z ) * _SnowNoiseScale.w ) ) ) ) * dotResult93 );
float4 lerpResult86 = lerp( lerpResult44 , _SnowColor , temp_output_94_0);
float3 Albedo = lerpResult86.rgb;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
half4 color = half4( Albedo, Alpha );
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
return color;
}
ENDHLSL
}
Pass
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormals" }
ZWrite On
Blend One Zero
ZTest LEqual
ZWrite On
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS_DEPTHNORMALSONLY
#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/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float3 worldNormal : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
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);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 normalWS = TransformObjectToWorldNormal( v.ase_normal );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
o.worldNormal = normalWS;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
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.vertex;
o.ase_normal = v.ase_normal;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#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
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return float4(PackNormalOctRectEncode(TransformWorldToViewDir(IN.worldNormal, true)), 0.0, 0.0);
}
ENDHLSL
}
Pass
{
Name "GBuffer"
Tags { "LightMode"="UniversalGBuffer" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma multi_compile _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _NORMALMAP 1
#define ASE_SRP_VERSION 999999
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile _ _SHADOWS_SOFT
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
#pragma multi_compile _ _GBUFFER_NORMALS_OCT
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_GBUFFER
#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.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
#if ASE_SRP_VERSION <= 70108
#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
#endif
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_TANGENT
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord1 : TEXCOORD1;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 lightmapUVOrVertexSH : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 screenPos : TEXCOORD6;
#endif
float3 ase_normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _Color1;
float4 _SnowNormalTex_ST;
float4 _WaterWaveSpeedDir;
float4 _SnowColor;
float4 _WaterNoiseScale1;
float4 _SnowNoiseScale;
float4 _WaterColor1;
float3 _UvTilling;
float2 _WaterWaveNormalScale;
float2 _Smoothness;
float _Slope;
float _Snownny;
float _SnowNormalStrength;
float _WaterWaveNoiseScale;
float _IsWorldNormal;
float _RippleScaleA;
float _RippleScaleB;
float _RippleMaskStrength;
float _RippleStrength;
float _Rainny;
#ifdef _TRANSMISSION_ASE
float _TransmissionShadow;
#endif
#ifdef _TRANSLUCENCY_ASE
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _MainTex;
sampler2D _SecondTex;
sampler2D _MainNormalTex;
sampler2D _SecondNormalTex;
inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }
inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }
inline float valueNoise (float2 uv)
{
float2 i = floor(uv);
float2 f = frac( uv );
f = f* f * (3.0 - 2.0 * f);
uv = abs( frac(uv) - 0.5);
float2 c0 = i + float2( 0.0, 0.0 );
float2 c1 = i + float2( 1.0, 0.0 );
float2 c2 = i + float2( 0.0, 1.0 );
float2 c3 = i + float2( 1.0, 1.0 );
float r0 = noise_randomValue( c0 );
float r1 = noise_randomValue( c1 );
float r2 = noise_randomValue( c2 );
float r3 = noise_randomValue( c3 );
float bottomOfGrid = noise_interpolate( r0, r1, f.x );
float topOfGrid = noise_interpolate( r2, r3, f.x );
float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );
return t;
}
float SimpleNoise(float2 UV)
{
float t = 0.0;
float freq = pow( 2.0, float( 0 ) );
float amp = pow( 0.5, float( 3 - 0 ) );
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(1));
amp = pow(0.5, float(3-1));
t += valueNoise( UV/freq )*amp;
freq = pow(2.0, float(2));
amp = pow(0.5, float(3-2));
t += valueNoise( UV/freq )*amp;
return t;
}
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);
o.ase_normal = v.ase_normal;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 positionVS = TransformWorldToView( positionWS );
float4 positionCS = TransformWorldToHClip( positionWS );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
OUTPUT_LIGHTMAP_UV( v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy );
OUTPUT_SH( normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz );
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord;
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
#ifdef ASE_FOG
half fogFactor = ComputeFogFactor( positionCS.z );
#else
half fogFactor = 0;
#endif
o.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
o.screenPos = ComputeScreenPos(positionCS);
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
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.vertex;
o.ase_normal = v.ase_normal;
o.ase_tangent = v.ase_tangent;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * 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;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.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 )
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.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 );
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 ScreenPos = IN.screenPos;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 temp_output_23_0 = (( WorldPosition * _UvTilling )).xz;
float dotResult19 = dot( (( _IsWorldNormal )?( WorldNormal ):( IN.ase_normal )) , float3(0,1,0) );
float temp_output_36_0 = saturate( ( dotResult19 * _Slope ) );
float4 lerpResult11 = lerp( ( _Color1 * tex2D( _MainTex, temp_output_23_0 ) ) , tex2D( _SecondTex, temp_output_23_0 ) , temp_output_36_0);
float2 appendResult48 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise49 = SimpleNoise( appendResult48*_WaterNoiseScale1.x );
float simpleNoise50 = SimpleNoise( appendResult48*_WaterNoiseScale1.y );
float dotResult57 = dot( WorldNormal , float3( 0,1,0 ) );
float temp_output_58_0 = ( ( _Rainny * ( 1.0 - saturate( ( pow( ( simpleNoise49 * simpleNoise50 ) , _WaterNoiseScale1.z ) * _WaterNoiseScale1.w ) ) ) ) * dotResult57 );
float4 lerpResult44 = lerp( lerpResult11 , _WaterColor1 , temp_output_58_0);
float2 appendResult96 = (float2(WorldPosition.x , WorldPosition.z));
float simpleNoise99 = SimpleNoise( appendResult96*_SnowNoiseScale.x );
float simpleNoise98 = SimpleNoise( appendResult96*_SnowNoiseScale.y );
float3 lerpResult17 = lerp( UnpackNormalScale( tex2D( _MainNormalTex, temp_output_23_0 ), 1.0f ) , UnpackNormalScale( tex2D( _SecondNormalTex, temp_output_23_0 ), 1.0f ) , temp_output_36_0);
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 tanNormal92 = lerpResult17;
float3 worldNormal92 = float3(dot(tanToWorld0,tanNormal92), dot(tanToWorld1,tanNormal92), dot(tanToWorld2,tanNormal92));
float dotResult93 = dot( worldNormal92 , float3( 0,1,0 ) );
float temp_output_94_0 = ( ( _Snownny * ( 1.0 - saturate( ( pow( ( simpleNoise99 * simpleNoise98 ) , _SnowNoiseScale.z ) * _SnowNoiseScale.w ) ) ) ) * dotResult93 );
float4 lerpResult86 = lerp( lerpResult44 , _SnowColor , temp_output_94_0);
float3 Albedo = lerpResult86.rgb;
float3 Normal = float3(0, 0, 1);
float3 Emission = 0;
float3 Specular = 0.5;
float Metallic = 0;
float Smoothness = 0.5;
float Occlusion = 1;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData;
inputData.positionWS = WorldPosition;
inputData.viewDirectionWS = WorldViewDirection;
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
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
#else
inputData.normalWS = WorldNormal;
#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
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#ifdef _ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#endif
BRDFData brdfData;
InitializeBRDFData( Albedo, Metallic, Specular, Smoothness, Alpha, brdfData);
half4 color;
color.rgb = GlobalIllumination( brdfData, inputData.bakedGI, Occlusion, inputData.normalWS, inputData.viewDirectionWS);
color.a = Alpha;
#ifdef _TRANSMISSION_ASE
{
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 += Albedo * 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 += Albedo * transmission;
}
#endif
}
#endif
#ifdef _TRANSLUCENCY_ASE
{
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 += Albedo * 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 += Albedo * translucency * strength;
}
#endif
}
#endif
#ifdef _REFRACTION_ASE
float4 projScreenPos = ScreenPos / ScreenPos.w;
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, WorldNormal ).xyz * ( 1.0 - dot( WorldNormal, WorldViewDirection ) );
projScreenPos.xy += refractionOffset.xy;
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos ) * 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
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb);
}
ENDHLSL
}
}
/*ase_lod*/
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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