2755 lines
107 KiB
Plaintext
2755 lines
107 KiB
Plaintext
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASE/PlantLeaf"
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{
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Properties
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{
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[ASEBegin]_Color("Color", Color) = (0.1822268,0.8584906,0.3487604,1)
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_MainTex("MainTex", 2D) = "white" {}
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_Mask("Mask", 2D) = "white" {}
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[Toggle]_IsMaskAlpha("IsMaskAlpha", Float) = 0
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_Metallic("Metallic", Float) = 0
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_Smoothness("Smoothness", Float) = 0
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_Clip("Clip", Float) = 0.5
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[Toggle]_IsTexSheet("IsTexSheet", Float) = 0
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_SheetIndex("SheetIndex", Float) = 0
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_WindNoise("WindNoise", 2D) = "white" {}
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_WindScale("WindScale", Float) = 0.1
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_WindStrength("WindStrength", Float) = 0
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_WindDirA("WindDirA", Vector) = (0,0,1,0)
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_WindDirB("WindDirB", Vector) = (1,0,-1,0)
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_BigWinSpeed("BigWinSpeed", Float) = 0.1
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[ASEEnd]_BigWindOffset("BigWindOffset", Float) = 0
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "Trans Strength", Range( 0, 50 ) ) = 1
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//_TransNormal( "Trans Normal Distortion", Range( 0, 1 ) ) = 0.5
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//_TransScattering( "Trans Scattering", Range( 1, 50 ) ) = 2
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//_TransDirect( "Trans Direct", Range( 0, 1 ) ) = 0.9
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//_TransAmbient( "Trans Ambient", Range( 0, 1 ) ) = 0.1
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//_TransShadow( "Trans Shadow", Range( 0, 1 ) ) = 0.5
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Off
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 2.0
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _NORMAL_DROPOFF_TS 1
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#pragma multi_compile_instancing
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _ALPHATEST_ON 1
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma multi_compile _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile _ _SHADOWS_SOFT
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#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS_FORWARD
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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#define ASE_NEEDS_VERT_POSITION
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_tangent : TANGENT;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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float4 lightmapUVOrVertexSH : TEXCOORD0;
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half4 fogFactorAndVertexLight : TEXCOORD1;
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
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float4 shadowCoord : TEXCOORD2;
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#endif
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float4 tSpace0 : TEXCOORD3;
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float4 tSpace1 : TEXCOORD4;
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float4 tSpace2 : TEXCOORD5;
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#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
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float4 screenPos : TEXCOORD6;
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#endif
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float4 ase_texcoord7 : TEXCOORD7;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _Color;
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float3 _WindDirA;
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float3 _WindDirB;
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float _WindScale;
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float _WindStrength;
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float _BigWinSpeed;
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float _BigWindOffset;
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float _IsTexSheet;
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float _SheetIndex;
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float _Metallic;
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float _Smoothness;
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float _IsMaskAlpha;
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float _Clip;
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#ifdef _TRANSMISSION_ASE
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float _TransmissionShadow;
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#endif
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#ifdef _TRANSLUCENCY_ASE
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float _TransStrength;
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float _TransNormal;
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float _TransScattering;
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float _TransDirect;
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float _TransAmbient;
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float _TransShadow;
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#endif
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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sampler2D _WindNoise;
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sampler2D _MainTex;
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sampler2D _Mask;
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VertexOutput VertexFunction( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
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float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
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float mulTime83 = _TimeParameters.x * 0.1;
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float mulTime59 = _TimeParameters.x * _BigWinSpeed;
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float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
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o.ase_texcoord7.xy = v.texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord7.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float3 positionVS = TransformWorldToView( positionWS );
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float4 positionCS = TransformWorldToHClip( positionWS );
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VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
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o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
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o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
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o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
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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 );
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord7.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord7.xy )) );
|
||
|
|
|
||
|
|
float3 Albedo = ( _Color * tex2DNode15 ).rgb;
|
||
|
|
float3 Normal = float3(0, 0, 1);
|
||
|
|
float3 Emission = 0;
|
||
|
|
float3 Specular = 0.5;
|
||
|
|
float Metallic = _Metallic;
|
||
|
|
float Smoothness = _Smoothness;
|
||
|
|
float Occlusion = 1;
|
||
|
|
float Alpha = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord7.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
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 _ALPHATEST_ON 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"
|
||
|
|
|
||
|
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
|
||
|
|
|
||
|
|
struct VertexInput
|
||
|
|
{
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 ase_normal : NORMAL;
|
||
|
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
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
|
||
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Color;
|
||
|
|
float3 _WindDirA;
|
||
|
|
float3 _WindDirB;
|
||
|
|
float _WindScale;
|
||
|
|
float _WindStrength;
|
||
|
|
float _BigWinSpeed;
|
||
|
|
float _BigWindOffset;
|
||
|
|
float _IsTexSheet;
|
||
|
|
float _SheetIndex;
|
||
|
|
float _Metallic;
|
||
|
|
float _Smoothness;
|
||
|
|
float _IsMaskAlpha;
|
||
|
|
float _Clip;
|
||
|
|
#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 _WindNoise;
|
||
|
|
sampler2D _MainTex;
|
||
|
|
sampler2D _Mask;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
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 );
|
||
|
|
|
||
|
|
float3 ase_worldPos = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
|
float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
|
||
|
|
float mulTime83 = _TimeParameters.x * 0.1;
|
||
|
|
float mulTime59 = _TimeParameters.x * _BigWinSpeed;
|
||
|
|
float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
|
||
|
|
|
||
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
o.ase_texcoord2.zw = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
float3 vertexValue = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
|
||
|
|
#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;
|
||
|
|
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.vertex;
|
||
|
|
o.ase_normal = v.ase_normal;
|
||
|
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
|
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_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.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
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord2.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) );
|
||
|
|
|
||
|
|
float Alpha = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
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 _ALPHATEST_ON 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"
|
||
|
|
|
||
|
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
|
||
|
|
|
||
|
|
struct VertexInput
|
||
|
|
{
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 ase_normal : NORMAL;
|
||
|
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
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
|
||
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Color;
|
||
|
|
float3 _WindDirA;
|
||
|
|
float3 _WindDirB;
|
||
|
|
float _WindScale;
|
||
|
|
float _WindStrength;
|
||
|
|
float _BigWinSpeed;
|
||
|
|
float _BigWindOffset;
|
||
|
|
float _IsTexSheet;
|
||
|
|
float _SheetIndex;
|
||
|
|
float _Metallic;
|
||
|
|
float _Smoothness;
|
||
|
|
float _IsMaskAlpha;
|
||
|
|
float _Clip;
|
||
|
|
#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 _WindNoise;
|
||
|
|
sampler2D _MainTex;
|
||
|
|
sampler2D _Mask;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
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 = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
|
float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
|
||
|
|
float mulTime83 = _TimeParameters.x * 0.1;
|
||
|
|
float mulTime59 = _TimeParameters.x * _BigWinSpeed;
|
||
|
|
float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
|
||
|
|
|
||
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
o.ase_texcoord2.zw = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
float3 vertexValue = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
|
||
|
|
#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_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.vertex;
|
||
|
|
o.ase_normal = v.ase_normal;
|
||
|
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
|
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_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.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
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord2.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) );
|
||
|
|
|
||
|
|
float Alpha = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
|
||
|
|
#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 _ALPHATEST_ON 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_VERT_POSITION
|
||
|
|
|
||
|
|
|
||
|
|
#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_texcoord : TEXCOORD0;
|
||
|
|
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
|
||
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Color;
|
||
|
|
float3 _WindDirA;
|
||
|
|
float3 _WindDirB;
|
||
|
|
float _WindScale;
|
||
|
|
float _WindStrength;
|
||
|
|
float _BigWinSpeed;
|
||
|
|
float _BigWindOffset;
|
||
|
|
float _IsTexSheet;
|
||
|
|
float _SheetIndex;
|
||
|
|
float _Metallic;
|
||
|
|
float _Smoothness;
|
||
|
|
float _IsMaskAlpha;
|
||
|
|
float _Clip;
|
||
|
|
#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 _WindNoise;
|
||
|
|
sampler2D _MainTex;
|
||
|
|
sampler2D _Mask;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
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 = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
|
float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
|
||
|
|
float mulTime83 = _TimeParameters.x * 0.1;
|
||
|
|
float mulTime59 = _TimeParameters.x * _BigWinSpeed;
|
||
|
|
float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
|
||
|
|
|
||
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
o.ase_texcoord2.zw = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
float3 vertexValue = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
|
||
|
|
#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_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.vertex;
|
||
|
|
o.ase_normal = v.ase_normal;
|
||
|
|
o.texcoord1 = v.texcoord1;
|
||
|
|
o.texcoord2 = v.texcoord2;
|
||
|
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
|
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_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.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
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord2.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) );
|
||
|
|
|
||
|
|
|
||
|
|
float3 Albedo = ( _Color * tex2DNode15 ).rgb;
|
||
|
|
float3 Emission = 0;
|
||
|
|
float Alpha = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
|
||
|
|
#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 _ALPHATEST_ON 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_VERT_POSITION
|
||
|
|
|
||
|
|
|
||
|
|
#pragma shader_feature _ _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
|
||
|
|
|
||
|
|
struct VertexInput
|
||
|
|
{
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 ase_normal : NORMAL;
|
||
|
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
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
|
||
|
|
float4 ase_texcoord2 : TEXCOORD2;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Color;
|
||
|
|
float3 _WindDirA;
|
||
|
|
float3 _WindDirB;
|
||
|
|
float _WindScale;
|
||
|
|
float _WindStrength;
|
||
|
|
float _BigWinSpeed;
|
||
|
|
float _BigWindOffset;
|
||
|
|
float _IsTexSheet;
|
||
|
|
float _SheetIndex;
|
||
|
|
float _Metallic;
|
||
|
|
float _Smoothness;
|
||
|
|
float _IsMaskAlpha;
|
||
|
|
float _Clip;
|
||
|
|
#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 _WindNoise;
|
||
|
|
sampler2D _MainTex;
|
||
|
|
sampler2D _Mask;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
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 = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
|
float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
|
||
|
|
float mulTime83 = _TimeParameters.x * 0.1;
|
||
|
|
float mulTime59 = _TimeParameters.x * _BigWinSpeed;
|
||
|
|
float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
|
||
|
|
|
||
|
|
o.ase_texcoord2.xy = v.ase_texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
o.ase_texcoord2.zw = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
float3 vertexValue = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
|
||
|
|
#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_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.vertex;
|
||
|
|
o.ase_normal = v.ase_normal;
|
||
|
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
|
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_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.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
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord2.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) );
|
||
|
|
|
||
|
|
|
||
|
|
float3 Albedo = ( _Color * tex2DNode15 ).rgb;
|
||
|
|
float Alpha = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord2.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
|
||
|
|
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 _ALPHATEST_ON 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"
|
||
|
|
|
||
|
|
#define ASE_NEEDS_VERT_POSITION
|
||
|
|
|
||
|
|
|
||
|
|
struct VertexInput
|
||
|
|
{
|
||
|
|
float4 vertex : POSITION;
|
||
|
|
float3 ase_normal : NORMAL;
|
||
|
|
float4 ase_texcoord : TEXCOORD0;
|
||
|
|
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;
|
||
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Color;
|
||
|
|
float3 _WindDirA;
|
||
|
|
float3 _WindDirB;
|
||
|
|
float _WindScale;
|
||
|
|
float _WindStrength;
|
||
|
|
float _BigWinSpeed;
|
||
|
|
float _BigWindOffset;
|
||
|
|
float _IsTexSheet;
|
||
|
|
float _SheetIndex;
|
||
|
|
float _Metallic;
|
||
|
|
float _Smoothness;
|
||
|
|
float _IsMaskAlpha;
|
||
|
|
float _Clip;
|
||
|
|
#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 _WindNoise;
|
||
|
|
sampler2D _MainTex;
|
||
|
|
sampler2D _Mask;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
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 = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
|
float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
|
||
|
|
float mulTime83 = _TimeParameters.x * 0.1;
|
||
|
|
float mulTime59 = _TimeParameters.x * _BigWinSpeed;
|
||
|
|
float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
|
||
|
|
|
||
|
|
o.ase_texcoord3.xy = v.ase_texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
o.ase_texcoord3.zw = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
float3 vertexValue = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
|
||
|
|
#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;
|
||
|
|
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.vertex;
|
||
|
|
o.ase_normal = v.ase_normal;
|
||
|
|
o.ase_texcoord = v.ase_texcoord;
|
||
|
|
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_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.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
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord3.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord3.xy )) );
|
||
|
|
|
||
|
|
float Alpha = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord3.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
|
||
|
|
#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 _ALPHATEST_ON 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_VERT_POSITION
|
||
|
|
|
||
|
|
|
||
|
|
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
|
||
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Color;
|
||
|
|
float3 _WindDirA;
|
||
|
|
float3 _WindDirB;
|
||
|
|
float _WindScale;
|
||
|
|
float _WindStrength;
|
||
|
|
float _BigWinSpeed;
|
||
|
|
float _BigWindOffset;
|
||
|
|
float _IsTexSheet;
|
||
|
|
float _SheetIndex;
|
||
|
|
float _Metallic;
|
||
|
|
float _Smoothness;
|
||
|
|
float _IsMaskAlpha;
|
||
|
|
float _Clip;
|
||
|
|
#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 _WindNoise;
|
||
|
|
sampler2D _MainTex;
|
||
|
|
sampler2D _Mask;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
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 = mul(GetObjectToWorldMatrix(), v.vertex).xyz;
|
||
|
|
float3 temp_output_72_0 = ( ase_worldPos * _WindScale );
|
||
|
|
float mulTime83 = _TimeParameters.x * 0.1;
|
||
|
|
float mulTime59 = _TimeParameters.x * _BigWinSpeed;
|
||
|
|
float3 objToWorld62 = mul( GetObjectToWorldMatrix(), float4( float3( 0,0,0 ), 1 ) ).xyz;
|
||
|
|
|
||
|
|
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 = ( ( ( tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirA ) )).xz, 0, 0.0) ).r + tex2Dlod( _WindNoise, float4( (( temp_output_72_0 + ( mulTime83 * _WindDirB ) )).xz, 0, 0.0) ).r ) * _WindStrength ) + ( sin( ( v.vertex.xyz + mulTime59 ) ) * ( distance( objToWorld62 , ase_worldPos ) * _BigWindOffset ) ) );
|
||
|
|
#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 );
|
||
|
|
|
||
|
|
// *** BEGIN Flipbook UV Animation vars ***
|
||
|
|
// Total tiles of Flipbook Texture
|
||
|
|
float fbtotaltiles19 = 4.0 * 1.0;
|
||
|
|
// Offsets for cols and rows of Flipbook Texture
|
||
|
|
float fbcolsoffset19 = 1.0f / 4.0;
|
||
|
|
float fbrowsoffset19 = 1.0f / 1.0;
|
||
|
|
// Speed of animation
|
||
|
|
float fbspeed19 = _SheetIndex * 1.0;
|
||
|
|
// UV Tiling (col and row offset)
|
||
|
|
float2 fbtiling19 = float2(fbcolsoffset19, fbrowsoffset19);
|
||
|
|
// UV Offset - calculate current tile linear index, and convert it to (X * coloffset, Y * rowoffset)
|
||
|
|
// Calculate current tile linear index
|
||
|
|
float fbcurrenttileindex19 = round( fmod( fbspeed19 + 0.0, fbtotaltiles19) );
|
||
|
|
fbcurrenttileindex19 += ( fbcurrenttileindex19 < 0) ? fbtotaltiles19 : 0;
|
||
|
|
// Obtain Offset X coordinate from current tile linear index
|
||
|
|
float fblinearindextox19 = round ( fmod ( fbcurrenttileindex19, 4.0 ) );
|
||
|
|
// Multiply Offset X by coloffset
|
||
|
|
float fboffsetx19 = fblinearindextox19 * fbcolsoffset19;
|
||
|
|
// Obtain Offset Y coordinate from current tile linear index
|
||
|
|
float fblinearindextoy19 = round( fmod( ( fbcurrenttileindex19 - fblinearindextox19 ) / 4.0, 1.0 ) );
|
||
|
|
// Reverse Y to get tiles from Top to Bottom
|
||
|
|
fblinearindextoy19 = (int)(1.0-1) - fblinearindextoy19;
|
||
|
|
// Multiply Offset Y by rowoffset
|
||
|
|
float fboffsety19 = fblinearindextoy19 * fbrowsoffset19;
|
||
|
|
// UV Offset
|
||
|
|
float2 fboffset19 = float2(fboffsetx19, fboffsety19);
|
||
|
|
// Flipbook UV
|
||
|
|
half2 fbuv19 = IN.ase_texcoord7.xy * fbtiling19 + fboffset19;
|
||
|
|
// *** END Flipbook UV Animation vars ***
|
||
|
|
float4 tex2DNode15 = tex2D( _MainTex, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord7.xy )) );
|
||
|
|
|
||
|
|
float3 Albedo = ( _Color * tex2DNode15 ).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 = (( _IsMaskAlpha )?( tex2D( _Mask, (( _IsTexSheet )?( fbuv19 ):( IN.ase_texcoord7.xy )) ).a ):( tex2DNode15.a ));
|
||
|
|
float AlphaClipThreshold = _Clip;
|
||
|
|
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
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}
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}
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/*ase_lod*/
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CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
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Fallback "Hidden/InternalErrorShader"
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}
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/*ASEBEGIN
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Node;AmplifyShaderEditor.WorldPosInputsNode;63;-1562.094,2061.09;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.TransformPositionNode;62;-1589.963,1905.771;Inherit;False;Object;World;False;Fast;True;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
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Node;AmplifyShaderEditor.SimpleTimeNode;59;-1571.761,1731.615;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0
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Node;AmplifyShaderEditor.PosVertexDataNode;57;-1580.761,1582.615;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;24;-1465.725,273.8213;Inherit;False;Property;_SheetIndex;SheetIndex;8;0;Create;True;0;0;0;False;0;False;0;0;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.TexCoordVertexDataNode;22;-1437,-34.5;Inherit;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SamplerNode;50;-1070.175,1332.862;Inherit;True;Property;_TextureSample1;Texture Sample 1;9;0;Create;True;0;0;0;False;0;False;-1;None;053a0ba15b1834b47be1edeeecf5ab2a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.SinOpNode;60;-1253.761,1641.615;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;65;-1133.382,2023.802;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.5;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;66;-903.4942,1738.49;Inherit;False;2;2;0;FLOAT3;0,0,0;False;1;FLOAT;1;False;1;FLOAT3;0
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Node;AmplifyShaderEditor.SimpleMultiplyOpNode;95;-599.3204,1336.465;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;6;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=DepthNormals;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;2;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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|
|
WireConnection;68;0;95;0
|
||
|
|
WireConnection;68;1;66;0
|
||
|
|
WireConnection;1;0;16;0
|
||
|
|
WireConnection;1;3;12;0
|
||
|
|
WireConnection;1;4;13;0
|
||
|
|
WireConnection;1;6;18;0
|
||
|
|
WireConnection;1;7;10;0
|
||
|
|
WireConnection;1;8;68;0
|
||
|
|
ASEEND*/
|
||
|
|
//CHKSM=FE67CB340A53B19F69FA92FB1F300C139A87568F
|