3988 lines
158 KiB
Plaintext
3988 lines
158 KiB
Plaintext
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// Made with Amplify Shader Editor v1.9.9.4
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "ASESampleShaders/SRP Universal/GlintSparkle"
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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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_Albedo( "Albedo", Color ) = ( 0, 0, 0, 0 )
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_Normals( "Normals", 2D ) = "bump" {}
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[Header(Glint Effect)] _GlintColor( "Color", Color ) = ( 0, 0, 0, 0 )
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[KeywordEnum( X,Y,Z )] _Direction( "Direction", Float ) = 1
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[Toggle( _INVERTDIRECTION_ON )] _InvertDirection( "Invert Direction", Float ) = 1
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_SizeSpeedInterval( "Size Speed Interval", Vector ) = ( 1, 1, 1, 0 )
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_GlintFresnel( "Fresnel Bias, Scale, Power", Vector ) = ( 0, 0, 0, 0 )
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_TailHeadFalloff( "Tail Head Falloff", Range( 0, 1 ) ) = 0.5
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_Brightness( "Brightness", Float ) = 1
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[Space(10)][Header(Sparkles)] _SparkleColor( "Color", Color ) = ( 0, 0, 0, 0 )
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[NoScaleOffset] _Noise( "Noise", 2D ) = "white" {}
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_Frequency( "Frequency", Range( 0, 100 ) ) = 20
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_Threshold( "Threshold", Range( 0, 1 ) ) = 0.5
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_Range( "Range", Range( 0, 1 ) ) = 0
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_SparklesBrightness( "Brightness", Float ) = 2
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_SpakleSpeed( "Spakle Speed", Range( 0, 0.1 ) ) = 0
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_ScreenContribution( "Screen Contribution", Range( 0, 1 ) ) = 0.2
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_SparkleFresnel( "Fresnel Bias, Scale, Power", Vector ) = ( 0, 0, 0, 0 )
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[Header(Body Glow)] _BodyGlow( "Color", Color ) = ( 0, 0, 0, 0 )
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_MainGlowFresnel( "Fresnel Bias, Scale, Power", Vector ) = ( 0, 0, 0, 0 )
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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//_TransmissionShadow( "Transmission Shadow", Range( 0, 1 ) ) = 0.5
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//_TransStrength( "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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//_InstancedTerrainNormals("Instanced Terrain Normals", Float) = 1.0
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[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
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[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
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//[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
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Cull Back
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 4.5
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#if ( SHADER_TARGET > 35 ) && defined( SHADER_API_GLES3 )
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#error For WebGL2/GLES3, please set your shader target to 3.5 via SubShader options. URP shaders in ASE use target 4.5 by default.
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="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 ASE_GEOMETRY
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#pragma multi_compile_local_fragment _ALPHATEST_ON
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#define _NORMAL_DROPOFF_TS 1
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#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
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#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fog
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#define ASE_FOG 1
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#define _EMISSION
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#define _NORMALMAP 1
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#define ASE_VERSION 19904
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#define ASE_SRP_VERSION 140012
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#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
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#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
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#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
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#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
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#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
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#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ _LIGHT_LAYERS
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#pragma multi_compile_fragment _ _LIGHT_COOKIES
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#pragma multi_compile _ _FORWARD_PLUS
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#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
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#pragma multi_compile _ SHADOWS_SHADOWMASK
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma vertex vert
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#pragma fragment frag
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#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
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#define _SPECULAR_COLOR 1
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#endif
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#define SHADERPASS SHADERPASS_FORWARD
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
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#if ASE_SRP_VERSION >=140009
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
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#define ENABLE_TERRAIN_PERPIXEL_NORMAL
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#endif
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|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_FRAG_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#pragma shader_feature _INVERTDIRECTION_ON
|
||
|
|
#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
half3 normalWS : TEXCOORD1;
|
||
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
||
|
|
#endif
|
||
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Normals;
|
||
|
|
sampler2D _Noise;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
output.ase_texcoord6.xy = input.texcoord.xy;
|
||
|
|
output.ase_texcoord7 = input.positionOS;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord6.zw = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
||
|
|
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
||
|
|
#else
|
||
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
output.fogFactorAndVertexLight = 0;
|
||
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
||
|
|
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
||
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
output.normalWS = normalInput.normalWS;
|
||
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
output.tangentWS.zw = input.texcoord.xy;
|
||
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
#endif
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.texcoord = input.texcoord;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = input.texcoord1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = input.texcoord2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag ( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
|
, out float4 outRenderingLayers : SV_Target1
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
|
||
|
|
#if defined( _SURFACE_TYPE_TRANSPARENT )
|
||
|
|
const bool isTransparent = true;
|
||
|
|
#else
|
||
|
|
const bool isTransparent = false;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODFadeCrossFade( input.positionCS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// @diogo: mikktspace compliant
|
||
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
||
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
||
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
||
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float2 uv_Normals = input.ase_texcoord6.xy * _Normals_ST.xy + _Normals_ST.zw;
|
||
|
|
float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
|
||
|
|
float3 tangentNormal561 = tex2DNode560;
|
||
|
|
|
||
|
|
#if defined( _DIRECTION_X )
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.x;
|
||
|
|
#elif defined( _DIRECTION_Y )
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.y;
|
||
|
|
#elif defined( _DIRECTION_Z )
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.z;
|
||
|
|
#else
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.y;
|
||
|
|
#endif
|
||
|
|
#ifdef _INVERTDIRECTION_ON
|
||
|
|
float staticSwitch494 = -staticSwitch495;
|
||
|
|
#else
|
||
|
|
float staticSwitch494 = staticSwitch495;
|
||
|
|
#endif
|
||
|
|
float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
|
||
|
|
float mulTime440 = _TimeParameters.x * temp_output_499_0;
|
||
|
|
float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
|
||
|
|
float saferPower487 = abs( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) );
|
||
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
||
|
|
float3 tanNormal568 = tex2DNode560;
|
||
|
|
float3 worldNormal568 = float3( dot( tanToWorld0, tanNormal568 ), dot( tanToWorld1, tanNormal568 ), dot( tanToWorld2, tanNormal568 ) );
|
||
|
|
float3 worldNormal567 = worldNormal568;
|
||
|
|
float fresnelNdotV400 = dot( worldNormal567, ViewDirWS );
|
||
|
|
float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
|
||
|
|
float2 uv_Noise = input.ase_texcoord6.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||
|
|
float2 temp_output_354_0 = ( uv_Noise * _Frequency );
|
||
|
|
float mulTime360 = _TimeParameters.x * _SpakleSpeed;
|
||
|
|
float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ScreenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
|
||
|
|
float fresnelNdotV536 = dot( worldNormal567, ViewDirWS );
|
||
|
|
float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
|
||
|
|
float fresnelNdotV370 = dot( worldNormal567, ViewDirWS );
|
||
|
|
float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = _Albedo.rgb;
|
||
|
|
float3 Normal = tangentNormal561;
|
||
|
|
float3 Specular = 0.5;
|
||
|
|
float Metallic = 0.9;
|
||
|
|
float Smoothness = 0.9;
|
||
|
|
float Occlusion = 1;
|
||
|
|
float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
float3 BakedGI = 0;
|
||
|
|
float3 RefractionColor = 1;
|
||
|
|
float RefractionIndex = 1;
|
||
|
|
float3 Transmission = 1;
|
||
|
|
float3 Translucency = 1;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = ClipPos.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef _CLEARCOAT
|
||
|
|
float CoatMask = 0;
|
||
|
|
float CoatSmoothness = 0;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
||
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
InputData inputData = (InputData)0;
|
||
|
|
inputData.positionWS = PositionWS;
|
||
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
||
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
||
|
|
inputData.viewDirectionWS = ViewDirWS;
|
||
|
|
inputData.shadowCoord = ShadowCoord;
|
||
|
|
|
||
|
|
#ifdef _NORMALMAP
|
||
|
|
#if _NORMAL_DROPOFF_TS
|
||
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
||
|
|
#elif _NORMAL_DROPOFF_OS
|
||
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
|
#elif _NORMAL_DROPOFF_WS
|
||
|
|
inputData.normalWS = Normal;
|
||
|
|
#endif
|
||
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
|
#else
|
||
|
|
inputData.normalWS = NormalWS;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_FOG
|
||
|
|
inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x);
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
|
#else
|
||
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
||
|
|
#else
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_BAKEDGI
|
||
|
|
inputData.bakedGI = BakedGI;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
||
|
|
|
||
|
|
#if defined(DEBUG_DISPLAY)
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
||
|
|
#endif
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
||
|
|
#else
|
||
|
|
inputData.vertexSH = SH;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
SurfaceData surfaceData;
|
||
|
|
surfaceData.albedo = BaseColor;
|
||
|
|
surfaceData.metallic = saturate(Metallic);
|
||
|
|
surfaceData.specular = Specular;
|
||
|
|
surfaceData.smoothness = saturate(Smoothness),
|
||
|
|
surfaceData.occlusion = Occlusion,
|
||
|
|
surfaceData.emission = Emission,
|
||
|
|
surfaceData.alpha = saturate(Alpha);
|
||
|
|
surfaceData.normalTS = Normal;
|
||
|
|
surfaceData.clearCoatMask = 0;
|
||
|
|
surfaceData.clearCoatSmoothness = 1;
|
||
|
|
|
||
|
|
#ifdef _CLEARCOAT
|
||
|
|
surfaceData.clearCoatMask = saturate(CoatMask);
|
||
|
|
surfaceData.clearCoatSmoothness = saturate(CoatSmoothness);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(_DBUFFER)
|
||
|
|
ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_LIGHTING_SIMPLE
|
||
|
|
half4 color = UniversalFragmentBlinnPhong( inputData, surfaceData);
|
||
|
|
#else
|
||
|
|
half4 color = UniversalFragmentPBR( inputData, surfaceData);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
{
|
||
|
|
float shadow = _TransmissionShadow;
|
||
|
|
|
||
|
|
#define SUM_LIGHT_TRANSMISSION(Light)\
|
||
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
||
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
||
|
|
half3 transmission = max( 0, -dot( inputData.normalWS, Light.direction ) ) * atten * Transmission;\
|
||
|
|
color.rgb += BaseColor * transmission;
|
||
|
|
|
||
|
|
SUM_LIGHT_TRANSMISSION( GetMainLight( inputData.shadowCoord ) );
|
||
|
|
|
||
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
||
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
||
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
||
|
|
#if USE_FORWARD_PLUS
|
||
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||
|
|
{
|
||
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
||
|
|
|
||
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
||
|
|
#ifdef _LIGHT_LAYERS
|
||
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
|
#endif
|
||
|
|
{
|
||
|
|
SUM_LIGHT_TRANSMISSION( light );
|
||
|
|
}
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
||
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
||
|
|
#ifdef _LIGHT_LAYERS
|
||
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
|
#endif
|
||
|
|
{
|
||
|
|
SUM_LIGHT_TRANSMISSION( light );
|
||
|
|
}
|
||
|
|
LIGHT_LOOP_END
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
{
|
||
|
|
float shadow = _TransShadow;
|
||
|
|
float normal = _TransNormal;
|
||
|
|
float scattering = _TransScattering;
|
||
|
|
float direct = _TransDirect;
|
||
|
|
float ambient = _TransAmbient;
|
||
|
|
float strength = _TransStrength;
|
||
|
|
|
||
|
|
#define SUM_LIGHT_TRANSLUCENCY(Light)\
|
||
|
|
float3 atten = Light.color * Light.distanceAttenuation;\
|
||
|
|
atten = lerp( atten, atten * Light.shadowAttenuation, shadow );\
|
||
|
|
half3 lightDir = Light.direction + inputData.normalWS * normal;\
|
||
|
|
half VdotL = pow( saturate( dot( inputData.viewDirectionWS, -lightDir ) ), scattering );\
|
||
|
|
half3 translucency = atten * ( VdotL * direct + inputData.bakedGI * ambient ) * Translucency;\
|
||
|
|
color.rgb += BaseColor * translucency * strength;
|
||
|
|
|
||
|
|
SUM_LIGHT_TRANSLUCENCY( GetMainLight( inputData.shadowCoord ) );
|
||
|
|
|
||
|
|
#if defined(_ADDITIONAL_LIGHTS)
|
||
|
|
uint meshRenderingLayers = GetMeshRenderingLayer();
|
||
|
|
uint pixelLightCount = GetAdditionalLightsCount();
|
||
|
|
#if USE_FORWARD_PLUS
|
||
|
|
for (uint lightIndex = 0; lightIndex < min(URP_FP_DIRECTIONAL_LIGHTS_COUNT, MAX_VISIBLE_LIGHTS); lightIndex++)
|
||
|
|
{
|
||
|
|
FORWARD_PLUS_SUBTRACTIVE_LIGHT_CHECK
|
||
|
|
|
||
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
||
|
|
#ifdef _LIGHT_LAYERS
|
||
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
|
#endif
|
||
|
|
{
|
||
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
||
|
|
}
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
LIGHT_LOOP_BEGIN( pixelLightCount )
|
||
|
|
Light light = GetAdditionalLight(lightIndex, inputData.positionWS, inputData.shadowMask);
|
||
|
|
#ifdef _LIGHT_LAYERS
|
||
|
|
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
|
||
|
|
#endif
|
||
|
|
{
|
||
|
|
SUM_LIGHT_TRANSLUCENCY( light );
|
||
|
|
}
|
||
|
|
LIGHT_LOOP_END
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_REFRACTION
|
||
|
|
float4 projScreenPos = ScreenPos / ScreenPos.w;
|
||
|
|
float3 refractionOffset = ( RefractionIndex - 1.0 ) * mul( UNITY_MATRIX_V, float4( NormalWS,0 ) ).xyz * ( 1.0 - dot( NormalWS, ViewDirWS ) );
|
||
|
|
projScreenPos.xy += refractionOffset.xy;
|
||
|
|
float3 refraction = SHADERGRAPH_SAMPLE_SCENE_COLOR( projScreenPos.xy ) * RefractionColor;
|
||
|
|
color.rgb = lerp( refraction, color.rgb, color.a );
|
||
|
|
color.a = 1;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
|
color.rgb *= color.a;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_FOG
|
||
|
|
#ifdef TERRAIN_SPLAT_ADDPASS
|
||
|
|
color.rgb = MixFogColor(color.rgb, half3(0,0,0), inputData.fogCoord);
|
||
|
|
#else
|
||
|
|
color.rgb = MixFog(color.rgb, inputData.fogCoord);
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
||
|
|
outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return half4( color.rgb, OutputAlpha( color.a, isTransparent ) );
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "ShadowCaster"
|
||
|
|
Tags { "LightMode"="ShadowCaster" }
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
AlphaToMask Off
|
||
|
|
ColorMask 0
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#pragma multi_compile_local _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float3 _LightDirection;
|
||
|
|
float3 _LightPosition;
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
float3 positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
||
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
||
|
|
|
||
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
||
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
||
|
|
#else
|
||
|
|
float3 lightDirectionWS = _LightDirection;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
||
|
|
|
||
|
|
#if UNITY_REVERSED_Z
|
||
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
|
#else
|
||
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = positionCS;
|
||
|
|
output.positionWS = positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
#if defined( _ALPHATEST_SHADOW_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThresholdShadow );
|
||
|
|
#else
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODFadeCrossFade( input.positionCS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "DepthOnly"
|
||
|
|
Tags { "LightMode"="DepthOnly" }
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
ColorMask 0
|
||
|
|
AlphaToMask Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#pragma multi_compile_local _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODFadeCrossFade( input.positionCS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return 0;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "Meta"
|
||
|
|
Tags { "LightMode"="Meta" }
|
||
|
|
|
||
|
|
Cull Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
#pragma shader_feature EDITOR_VISUALIZATION
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_META
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/MetaInput.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#define ASE_NEEDS_FRAG_POSITION
|
||
|
|
#define ASE_NEEDS_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_POSITION
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_VERT_TANGENT
|
||
|
|
#define ASE_NEEDS_VERT_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#pragma shader_feature _INVERTDIRECTION_ON
|
||
|
|
#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z
|
||
|
|
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord0 : TEXCOORD0;
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
#ifdef EDITOR_VISUALIZATION
|
||
|
|
float4 VizUV : TEXCOORD1;
|
||
|
|
float4 LightCoord : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
|
float4 ase_texcoord4 : TEXCOORD4;
|
||
|
|
float4 ase_texcoord5 : TEXCOORD5;
|
||
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
||
|
|
float4 ase_texcoord8 : TEXCOORD8;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Normals;
|
||
|
|
sampler2D _Noise;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
float3 ase_tangentWS = TransformObjectToWorldDir( input.tangentOS.xyz );
|
||
|
|
output.ase_texcoord5.xyz = ase_tangentWS;
|
||
|
|
float3 ase_normalWS = TransformObjectToWorldNormal( input.normalOS );
|
||
|
|
output.ase_texcoord6.xyz = ase_normalWS;
|
||
|
|
float ase_tangentSign = input.tangentOS.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
|
||
|
|
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
|
||
|
|
output.ase_texcoord7.xyz = ase_bitangentWS;
|
||
|
|
float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz );
|
||
|
|
float4 screenPos = ComputeScreenPos( ase_positionCS );
|
||
|
|
output.ase_texcoord8 = screenPos;
|
||
|
|
|
||
|
|
output.ase_texcoord3 = input.positionOS;
|
||
|
|
output.ase_texcoord4.xy = input.texcoord0.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord4.zw = 0;
|
||
|
|
output.ase_texcoord5.w = 0;
|
||
|
|
output.ase_texcoord6.w = 0;
|
||
|
|
output.ase_texcoord7.w = 0;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
#ifdef EDITOR_VISUALIZATION
|
||
|
|
float2 VizUV = 0;
|
||
|
|
float4 LightCoord = 0;
|
||
|
|
UnityEditorVizData(input.positionOS.xyz, input.texcoord0.xy, input.texcoord1.xy, input.texcoord2.xy, VizUV, LightCoord);
|
||
|
|
output.VizUV = float4(VizUV, 0, 0);
|
||
|
|
output.LightCoord = LightCoord;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = MetaVertexPosition( input.positionOS, input.texcoord1.xy, input.texcoord1.xy, unity_LightmapST, unity_DynamicLightmapST );
|
||
|
|
output.positionWS = TransformObjectToWorld( input.positionOS.xyz );
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
|
||
|
|
#if defined( _DIRECTION_X )
|
||
|
|
float staticSwitch495 = input.ase_texcoord3.xyz.x;
|
||
|
|
#elif defined( _DIRECTION_Y )
|
||
|
|
float staticSwitch495 = input.ase_texcoord3.xyz.y;
|
||
|
|
#elif defined( _DIRECTION_Z )
|
||
|
|
float staticSwitch495 = input.ase_texcoord3.xyz.z;
|
||
|
|
#else
|
||
|
|
float staticSwitch495 = input.ase_texcoord3.xyz.y;
|
||
|
|
#endif
|
||
|
|
#ifdef _INVERTDIRECTION_ON
|
||
|
|
float staticSwitch494 = -staticSwitch495;
|
||
|
|
#else
|
||
|
|
float staticSwitch494 = staticSwitch495;
|
||
|
|
#endif
|
||
|
|
float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
|
||
|
|
float mulTime440 = _TimeParameters.x * temp_output_499_0;
|
||
|
|
float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
|
||
|
|
float saferPower487 = abs( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) );
|
||
|
|
float3 ase_viewVectorWS = ( _WorldSpaceCameraPos.xyz - PositionWS );
|
||
|
|
float3 ase_viewDirWS = normalize( ase_viewVectorWS );
|
||
|
|
float2 uv_Normals = input.ase_texcoord4.xy * _Normals_ST.xy + _Normals_ST.zw;
|
||
|
|
float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
|
||
|
|
float3 ase_tangentWS = input.ase_texcoord5.xyz;
|
||
|
|
float3 ase_normalWS = input.ase_texcoord6.xyz;
|
||
|
|
float3 ase_bitangentWS = input.ase_texcoord7.xyz;
|
||
|
|
float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
|
||
|
|
float3 tanNormal568 = tex2DNode560;
|
||
|
|
float3 worldNormal568 = float3( dot( tanToWorld0, tanNormal568 ), dot( tanToWorld1, tanNormal568 ), dot( tanToWorld2, tanNormal568 ) );
|
||
|
|
float3 worldNormal567 = worldNormal568;
|
||
|
|
float fresnelNdotV400 = dot( worldNormal567, ase_viewDirWS );
|
||
|
|
float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
|
||
|
|
float4 screenPos = input.ase_texcoord8;
|
||
|
|
float4 ase_positionSSNorm = screenPos / screenPos.w;
|
||
|
|
ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5;
|
||
|
|
float2 uv_Noise = input.ase_texcoord4.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||
|
|
float2 temp_output_354_0 = ( uv_Noise * _Frequency );
|
||
|
|
float mulTime360 = _TimeParameters.x * _SpakleSpeed;
|
||
|
|
float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ase_positionSSNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
|
||
|
|
float fresnelNdotV536 = dot( worldNormal567, ase_viewDirWS );
|
||
|
|
float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
|
||
|
|
float fresnelNdotV370 = dot( worldNormal567, ase_viewDirWS );
|
||
|
|
float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = _Albedo.rgb;
|
||
|
|
float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
MetaInput metaInput = (MetaInput)0;
|
||
|
|
metaInput.Albedo = BaseColor;
|
||
|
|
metaInput.Emission = Emission;
|
||
|
|
#ifdef EDITOR_VISUALIZATION
|
||
|
|
metaInput.VizUV = input.VizUV.xy;
|
||
|
|
metaInput.LightCoord = input.LightCoord;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return UnityMetaFragment(metaInput);
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "Universal2D"
|
||
|
|
Tags { "LightMode"="Universal2D" }
|
||
|
|
|
||
|
|
Blend One Zero, One Zero
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
Offset 0 , 0
|
||
|
|
ColorMask RGBA
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_2D
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID( input, output );
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag(PackedVaryings input ) : SV_Target
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID( input );
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = _Albedo.rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
half4 color = half4(BaseColor, Alpha );
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return color;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "DepthNormals"
|
||
|
|
Tags { "LightMode"="DepthNormals" }
|
||
|
|
|
||
|
|
ZWrite On
|
||
|
|
Blend One Zero
|
||
|
|
ZTest LEqual
|
||
|
|
ZWrite On
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#pragma multi_compile_local _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHNORMALSONLY
|
||
|
|
//#define SHADERPASS SHADERPASS_DEPTHNORMALS
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
||
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
half4 texcoord : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
half3 normalWS : TEXCOORD1;
|
||
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
float4 ase_texcoord3 : TEXCOORD3;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Normals;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
output.ase_texcoord3.xy = input.texcoord.xy;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord3.zw = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
output.normalWS = normalInput.normalWS;
|
||
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
output.tangentWS.zw = input.texcoord.xy;
|
||
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
#endif
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.texcoord = input.texcoord;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
void frag( PackedVaryings input
|
||
|
|
, out half4 outNormalWS : SV_Target0
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
|
, out float4 outRenderingLayers : SV_Target1
|
||
|
|
#endif
|
||
|
|
)
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input );
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord(input.positionWS);
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// @diogo: mikktspace compliant
|
||
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( input.positionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
||
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
||
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
||
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float2 uv_Normals = input.ase_texcoord3.xy * _Normals_ST.xy + _Normals_ST.zw;
|
||
|
|
float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
|
||
|
|
float3 tangentNormal561 = tex2DNode560;
|
||
|
|
|
||
|
|
|
||
|
|
float3 Normal = tangentNormal561;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODFadeCrossFade( input.positionCS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(_GBUFFER_NORMALS_OCT)
|
||
|
|
float2 octNormalWS = PackNormalOctQuadEncode(NormalWS);
|
||
|
|
float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5);
|
||
|
|
half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS);
|
||
|
|
outNormalWS = half4(packedNormalWS, 0.0);
|
||
|
|
#else
|
||
|
|
#if defined(_NORMALMAP)
|
||
|
|
#if _NORMAL_DROPOFF_TS
|
||
|
|
float3 normalWS = TransformTangentToWorld(Normal, half3x3(TangentWS, BitangentWS, NormalWS));
|
||
|
|
#elif _NORMAL_DROPOFF_OS
|
||
|
|
float3 normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
|
#elif _NORMAL_DROPOFF_WS
|
||
|
|
float3 normalWS = Normal;
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
float3 normalWS = NormalWS;
|
||
|
|
#endif
|
||
|
|
outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef _WRITE_RENDERING_LAYERS
|
||
|
|
uint renderingLayers = GetMeshRenderingLayer();
|
||
|
|
outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "GBuffer"
|
||
|
|
Tags { "LightMode"="UniversalGBuffer" }
|
||
|
|
|
||
|
|
Blend One Zero, One Zero
|
||
|
|
ZWrite On
|
||
|
|
ZTest LEqual
|
||
|
|
Offset 0 , 0
|
||
|
|
ColorMask RGBA
|
||
|
|
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#pragma multi_compile_local_fragment _ALPHATEST_ON
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
|
||
|
|
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
|
||
|
|
#pragma multi_compile_instancing
|
||
|
|
#pragma instancing_options renderinglayer
|
||
|
|
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
|
||
|
|
#pragma multi_compile_fog
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
|
||
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
|
||
|
|
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
|
||
|
|
|
||
|
|
|
||
|
|
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
|
||
|
|
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
|
||
|
|
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
|
||
|
|
#pragma multi_compile _ _MIXED_LIGHTING_SUBTRACTIVE
|
||
|
|
#pragma multi_compile _ SHADOWS_SHADOWMASK
|
||
|
|
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
|
||
|
|
#pragma multi_compile _ LIGHTMAP_ON
|
||
|
|
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SHADERPASS SHADERPASS_GBUFFER
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( UNITY_INSTANCING_ENABLED ) && defined( ASE_INSTANCED_TERRAIN ) && ( defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL) || defined(_INSTANCEDTERRAINNORMALS_PIXEL) )
|
||
|
|
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define ASE_NEEDS_TEXTURE_COORDINATES0
|
||
|
|
#define ASE_NEEDS_FRAG_POSITION
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_VIEW_DIR
|
||
|
|
#define ASE_NEEDS_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_TANGENT
|
||
|
|
#define ASE_NEEDS_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_NORMAL
|
||
|
|
#define ASE_NEEDS_FRAG_WORLD_BITANGENT
|
||
|
|
#define ASE_NEEDS_FRAG_SCREEN_POSITION_NORMALIZED
|
||
|
|
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
|
||
|
|
#pragma shader_feature _INVERTDIRECTION_ON
|
||
|
|
#pragma shader_feature _DIRECTION_X _DIRECTION_Y _DIRECTION_Z
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
half3 normalWS : TEXCOORD1;
|
||
|
|
float4 tangentWS : TEXCOORD2; // holds terrainUV ifdef ENABLE_TERRAIN_PERPIXEL_NORMAL
|
||
|
|
float4 lightmapUVOrVertexSH : TEXCOORD3;
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
half4 fogFactorAndVertexLight : TEXCOORD4;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
float2 dynamicLightmapUV : TEXCOORD5;
|
||
|
|
#endif
|
||
|
|
float4 ase_texcoord6 : TEXCOORD6;
|
||
|
|
float4 ase_texcoord7 : TEXCOORD7;
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
sampler2D _Normals;
|
||
|
|
sampler2D _Noise;
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output = (PackedVaryings)0;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
output.ase_texcoord6.xy = input.texcoord.xy;
|
||
|
|
output.ase_texcoord7 = input.positionOS;
|
||
|
|
|
||
|
|
//setting value to unused interpolator channels and avoid initialization warnings
|
||
|
|
output.ase_texcoord6.zw = 0;
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
input.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
VertexNormalInputs normalInput = GetVertexNormalInputs( input.normalOS, input.tangentOS );
|
||
|
|
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
|
||
|
|
#else
|
||
|
|
OUTPUT_SH(normalInput.normalWS.xyz, output.lightmapUVOrVertexSH.xyz);
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
|
||
|
|
output.fogFactorAndVertexLight = 0;
|
||
|
|
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
|
||
|
|
// @diogo: no fog applied in GBuffer
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
|
||
|
|
output.fogFactorAndVertexLight.yzw = vertexLight;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
output.normalWS = normalInput.normalWS;
|
||
|
|
output.tangentWS = float4( normalInput.tangentWS, ( input.tangentOS.w > 0.0 ? 1.0 : -1.0 ) * GetOddNegativeScale() );
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
output.tangentWS.zw = input.texcoord.xy;
|
||
|
|
output.tangentWS.xy = input.texcoord.xy * unity_LightmapST.xy + unity_LightmapST.zw;
|
||
|
|
#endif
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
float4 texcoord : TEXCOORD0;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
float4 texcoord1 : TEXCOORD1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
float4 texcoord2 : TEXCOORD2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
output.texcoord = input.texcoord;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = input.texcoord1;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = input.texcoord2;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
output.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
|
||
|
|
#if defined(LIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES1)
|
||
|
|
output.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
|
||
|
|
#endif
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON) || defined(ASE_NEEDS_TEXTURE_COORDINATES2)
|
||
|
|
output.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
FragmentOutput frag ( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
)
|
||
|
|
{
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
|
||
|
|
|
||
|
|
#if defined(LOD_FADE_CROSSFADE)
|
||
|
|
LODFadeCrossFade( input.positionCS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
||
|
|
float4 shadowCoord = TransformWorldToShadowCoord( input.positionWS );
|
||
|
|
#else
|
||
|
|
float4 shadowCoord = float4(0, 0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
// @diogo: mikktspace compliant
|
||
|
|
float renormFactor = 1.0 / max( FLT_MIN, length( input.normalWS ) );
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float3 ViewDirWS = GetWorldSpaceNormalizeViewDir( PositionWS );
|
||
|
|
float4 ShadowCoord = shadowCoord;
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
float4 ScreenPos = ComputeScreenPos( ClipPos );
|
||
|
|
float3 TangentWS = input.tangentWS.xyz * renormFactor;
|
||
|
|
float3 BitangentWS = cross( input.normalWS, input.tangentWS.xyz ) * input.tangentWS.w * renormFactor;
|
||
|
|
float3 NormalWS = input.normalWS * renormFactor;
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float2 sampleCoords = (input.tangentWS.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
|
||
|
|
NormalWS = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
|
||
|
|
TangentWS = -cross(GetObjectToWorldMatrix()._13_23_33, NormalWS);
|
||
|
|
BitangentWS = cross(NormalWS, -TangentWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float2 uv_Normals = input.ase_texcoord6.xy * _Normals_ST.xy + _Normals_ST.zw;
|
||
|
|
float3 tex2DNode560 = UnpackNormalScale( tex2D( _Normals, uv_Normals ), 1.0f );
|
||
|
|
float3 tangentNormal561 = tex2DNode560;
|
||
|
|
|
||
|
|
#if defined( _DIRECTION_X )
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.x;
|
||
|
|
#elif defined( _DIRECTION_Y )
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.y;
|
||
|
|
#elif defined( _DIRECTION_Z )
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.z;
|
||
|
|
#else
|
||
|
|
float staticSwitch495 = input.ase_texcoord7.xyz.y;
|
||
|
|
#endif
|
||
|
|
#ifdef _INVERTDIRECTION_ON
|
||
|
|
float staticSwitch494 = -staticSwitch495;
|
||
|
|
#else
|
||
|
|
float staticSwitch494 = staticSwitch495;
|
||
|
|
#endif
|
||
|
|
float temp_output_499_0 = ( _SizeSpeedInterval.x * _SizeSpeedInterval.y );
|
||
|
|
float mulTime440 = _TimeParameters.x * temp_output_499_0;
|
||
|
|
float temp_output_463_0 = ( fmod( ( ( staticSwitch494 * _SizeSpeedInterval.x ) + mulTime440 ) , ( ( temp_output_499_0 + 1.0 ) * _SizeSpeedInterval.z ) ) + ( _TailHeadFalloff - 1.0 ) );
|
||
|
|
float saferPower487 = abs( ( 1.0 - ( saturate( ( temp_output_463_0 * ( -1.0 / ( 1.0 - _TailHeadFalloff ) ) ) ) + saturate( ( temp_output_463_0 * ( 1.0 / _TailHeadFalloff ) ) ) ) ) );
|
||
|
|
float3 tanToWorld0 = float3( TangentWS.x, BitangentWS.x, NormalWS.x );
|
||
|
|
float3 tanToWorld1 = float3( TangentWS.y, BitangentWS.y, NormalWS.y );
|
||
|
|
float3 tanToWorld2 = float3( TangentWS.z, BitangentWS.z, NormalWS.z );
|
||
|
|
float3 tanNormal568 = tex2DNode560;
|
||
|
|
float3 worldNormal568 = float3( dot( tanToWorld0, tanNormal568 ), dot( tanToWorld1, tanNormal568 ), dot( tanToWorld2, tanNormal568 ) );
|
||
|
|
float3 worldNormal567 = worldNormal568;
|
||
|
|
float fresnelNdotV400 = dot( worldNormal567, ViewDirWS );
|
||
|
|
float fresnelNode400 = ( _GlintFresnel.x + _GlintFresnel.y * pow( max( 1.0 - fresnelNdotV400 , 0.0001 ), _GlintFresnel.z ) );
|
||
|
|
float2 uv_Noise = input.ase_texcoord6.xy * _Noise_ST.xy + _Noise_ST.zw;
|
||
|
|
float2 temp_output_354_0 = ( uv_Noise * _Frequency );
|
||
|
|
float mulTime360 = _TimeParameters.x * _SpakleSpeed;
|
||
|
|
float smoothstepResult364 = smoothstep( _Threshold , ( _Threshold + _Range ) , ( tex2D( _Noise, ( ( (ScreenPosNorm).xy * _ScreenContribution ) + temp_output_354_0 + mulTime360 ) ).g * tex2D( _Noise, ( ( temp_output_354_0 * 1.1 ) + -mulTime360 ) ).g ));
|
||
|
|
float fresnelNdotV536 = dot( worldNormal567, ViewDirWS );
|
||
|
|
float fresnelNode536 = ( _SparkleFresnel.x + _SparkleFresnel.y * pow( max( 1.0 - fresnelNdotV536 , 0.0001 ), _SparkleFresnel.z ) );
|
||
|
|
float fresnelNdotV370 = dot( worldNormal567, ViewDirWS );
|
||
|
|
float fresnelNode370 = ( _MainGlowFresnel.x + _MainGlowFresnel.y * pow( max( 1.0 - fresnelNdotV370 , 0.0001 ), _MainGlowFresnel.z ) );
|
||
|
|
|
||
|
|
|
||
|
|
float3 BaseColor = _Albedo.rgb;
|
||
|
|
float3 Normal = tangentNormal561;
|
||
|
|
float3 Specular = 0.5;
|
||
|
|
float Metallic = 0.9;
|
||
|
|
float Smoothness = 0.9;
|
||
|
|
float Occlusion = 1;
|
||
|
|
float3 Emission = ( ( _GlintColor * pow( saferPower487 , 5.0 ) * fresnelNode400 * _Brightness ) + ( _SparkleColor * smoothstepResult364 * _SparklesBrightness * fresnelNode536 ) + ( _BodyGlow * fresnelNode370 ) ).rgb;
|
||
|
|
float Alpha = 1;
|
||
|
|
float AlphaClipThreshold = 0.5;
|
||
|
|
float AlphaClipThresholdShadow = 0.5;
|
||
|
|
float3 BakedGI = 0;
|
||
|
|
float3 RefractionColor = 1;
|
||
|
|
float RefractionIndex = 1;
|
||
|
|
float3 Transmission = 1;
|
||
|
|
float3 Translucency = 1;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = ClipPos.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( _ALPHATEST_ON )
|
||
|
|
AlphaDiscard( Alpha, AlphaClipThreshold );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) && defined(ASE_CHANGES_WORLD_POS)
|
||
|
|
ShadowCoord = TransformWorldToShadowCoord( PositionWS );
|
||
|
|
#endif
|
||
|
|
|
||
|
|
InputData inputData = (InputData)0;
|
||
|
|
inputData.positionWS = PositionWS;
|
||
|
|
inputData.positionCS = float4( input.positionCS.xy, ClipPos.zw / ClipPos.w );
|
||
|
|
inputData.normalizedScreenSpaceUV = ScreenPosNorm.xy;
|
||
|
|
inputData.shadowCoord = ShadowCoord;
|
||
|
|
|
||
|
|
#ifdef _NORMALMAP
|
||
|
|
#if _NORMAL_DROPOFF_TS
|
||
|
|
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( TangentWS, BitangentWS, NormalWS ));
|
||
|
|
#elif _NORMAL_DROPOFF_OS
|
||
|
|
inputData.normalWS = TransformObjectToWorldNormal(Normal);
|
||
|
|
#elif _NORMAL_DROPOFF_WS
|
||
|
|
inputData.normalWS = Normal;
|
||
|
|
#endif
|
||
|
|
#else
|
||
|
|
inputData.normalWS = NormalWS;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
|
||
|
|
inputData.viewDirectionWS = SafeNormalize( ViewDirWS );
|
||
|
|
|
||
|
|
#ifdef ASE_FOG
|
||
|
|
// @diogo: no fog applied in GBuffer
|
||
|
|
#endif
|
||
|
|
#ifdef _ADDITIONAL_LIGHTS_VERTEX
|
||
|
|
inputData.vertexLighting = input.fogFactorAndVertexLight.yzw;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ENABLE_TERRAIN_PERPIXEL_NORMAL )
|
||
|
|
float3 SH = SampleSH(inputData.normalWS.xyz);
|
||
|
|
#else
|
||
|
|
float3 SH = input.lightmapUVOrVertexSH.xyz;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, input.dynamicLightmapUV.xy, SH, inputData.normalWS);
|
||
|
|
#else
|
||
|
|
inputData.bakedGI = SAMPLE_GI(input.lightmapUVOrVertexSH.xy, SH, inputData.normalWS);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef ASE_BAKEDGI
|
||
|
|
inputData.bakedGI = BakedGI;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
inputData.shadowMask = SAMPLE_SHADOWMASK(input.lightmapUVOrVertexSH.xy);
|
||
|
|
|
||
|
|
#if defined(DEBUG_DISPLAY)
|
||
|
|
#if defined(DYNAMICLIGHTMAP_ON)
|
||
|
|
inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy;
|
||
|
|
#endif
|
||
|
|
#if defined(LIGHTMAP_ON)
|
||
|
|
inputData.staticLightmapUV = input.lightmapUVOrVertexSH.xy;
|
||
|
|
#else
|
||
|
|
inputData.vertexSH = SH;
|
||
|
|
#endif
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef _DBUFFER
|
||
|
|
ApplyDecal(input.positionCS,
|
||
|
|
BaseColor,
|
||
|
|
Specular,
|
||
|
|
inputData.normalWS,
|
||
|
|
Metallic,
|
||
|
|
Occlusion,
|
||
|
|
Smoothness);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
BRDFData brdfData;
|
||
|
|
InitializeBRDFData(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
|
||
|
|
|
||
|
|
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
|
||
|
|
half4 color;
|
||
|
|
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
|
||
|
|
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
|
||
|
|
color.a = Alpha;
|
||
|
|
|
||
|
|
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
|
||
|
|
color.rgb *= color.a;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
|
||
|
|
}
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "SceneSelectionPass"
|
||
|
|
Tags { "LightMode"="SceneSelectionPass" }
|
||
|
|
|
||
|
|
Cull Off
|
||
|
|
AlphaToMask Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SCENESELECTIONPASS 1
|
||
|
|
|
||
|
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
struct SurfaceDescription
|
||
|
|
{
|
||
|
|
float Alpha;
|
||
|
|
float AlphaClipThreshold;
|
||
|
|
};
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction(Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output;
|
||
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
surfaceDescription.Alpha = 1;
|
||
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if _ALPHATEST_ON
|
||
|
|
float alphaClipThreshold = 0.01f;
|
||
|
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
|
#endif
|
||
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return half4( _ObjectId, _PassValue, 1.0, 1.0 );
|
||
|
|
}
|
||
|
|
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
|
||
|
|
Pass
|
||
|
|
{
|
||
|
|
|
||
|
|
Name "ScenePickingPass"
|
||
|
|
Tags { "LightMode"="Picking" }
|
||
|
|
|
||
|
|
AlphaToMask Off
|
||
|
|
|
||
|
|
HLSLPROGRAM
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#define ASE_GEOMETRY
|
||
|
|
#define _NORMAL_DROPOFF_TS 1
|
||
|
|
#define ASE_FOG 1
|
||
|
|
#define _EMISSION
|
||
|
|
#define _NORMALMAP 1
|
||
|
|
#define ASE_VERSION 19904
|
||
|
|
#define ASE_SRP_VERSION 140012
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#pragma vertex vert
|
||
|
|
#pragma fragment frag
|
||
|
|
|
||
|
|
#if defined(_SPECULAR_SETUP) && defined(ASE_LIGHTING_SIMPLE)
|
||
|
|
#define _SPECULAR_COLOR 1
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#define SCENEPICKINGPASS 1
|
||
|
|
|
||
|
|
#define ATTRIBUTES_NEED_NORMAL
|
||
|
|
#define ATTRIBUTES_NEED_TANGENT
|
||
|
|
#define SHADERPASS SHADERPASS_DEPTHONLY
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140009
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
#if ASE_SRP_VERSION >=140007
|
||
|
|
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
|
||
|
|
#define ASE_SV_DEPTH SV_DepthLessEqual
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
|
||
|
|
#else
|
||
|
|
#define ASE_SV_DEPTH SV_Depth
|
||
|
|
#define ASE_SV_POSITION_QUALIFIERS
|
||
|
|
#endif
|
||
|
|
|
||
|
|
struct Attributes
|
||
|
|
{
|
||
|
|
float4 positionOS : POSITION;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct PackedVaryings
|
||
|
|
{
|
||
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
||
|
|
float3 positionWS : TEXCOORD0;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
||
|
|
};
|
||
|
|
|
||
|
|
CBUFFER_START(UnityPerMaterial)
|
||
|
|
float4 _Albedo;
|
||
|
|
float4 _Normals_ST;
|
||
|
|
float4 _GlintColor;
|
||
|
|
float4 _Noise_ST;
|
||
|
|
float4 _BodyGlow;
|
||
|
|
float4 _SparkleColor;
|
||
|
|
float3 _SparkleFresnel;
|
||
|
|
float3 _MainGlowFresnel;
|
||
|
|
float3 _GlintFresnel;
|
||
|
|
float3 _SizeSpeedInterval;
|
||
|
|
float _Range;
|
||
|
|
float _ScreenContribution;
|
||
|
|
float _TailHeadFalloff;
|
||
|
|
float _Frequency;
|
||
|
|
float _SpakleSpeed;
|
||
|
|
float _SparklesBrightness;
|
||
|
|
float _Brightness;
|
||
|
|
float _Threshold;
|
||
|
|
#ifdef ASE_TRANSMISSION
|
||
|
|
float _TransmissionShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TRANSLUCENCY
|
||
|
|
float _TransStrength;
|
||
|
|
float _TransNormal;
|
||
|
|
float _TransScattering;
|
||
|
|
float _TransDirect;
|
||
|
|
float _TransAmbient;
|
||
|
|
float _TransShadow;
|
||
|
|
#endif
|
||
|
|
#ifdef ASE_TESSELLATION
|
||
|
|
float _TessPhongStrength;
|
||
|
|
float _TessValue;
|
||
|
|
float _TessMin;
|
||
|
|
float _TessMax;
|
||
|
|
float _TessEdgeLength;
|
||
|
|
float _TessMaxDisp;
|
||
|
|
#endif
|
||
|
|
CBUFFER_END
|
||
|
|
|
||
|
|
#ifdef SCENEPICKINGPASS
|
||
|
|
float4 _SelectionID;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#ifdef SCENESELECTIONPASS
|
||
|
|
int _ObjectId;
|
||
|
|
int _PassValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
struct SurfaceDescription
|
||
|
|
{
|
||
|
|
float Alpha;
|
||
|
|
float AlphaClipThreshold;
|
||
|
|
};
|
||
|
|
|
||
|
|
PackedVaryings VertexFunction( Attributes input )
|
||
|
|
{
|
||
|
|
PackedVaryings output;
|
||
|
|
ZERO_INITIALIZE(PackedVaryings, output);
|
||
|
|
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
float3 defaultVertexValue = input.positionOS.xyz;
|
||
|
|
#else
|
||
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
float3 vertexValue = defaultVertexValue;
|
||
|
|
|
||
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
||
|
|
input.positionOS.xyz = vertexValue;
|
||
|
|
#else
|
||
|
|
input.positionOS.xyz += vertexValue;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
input.normalOS = input.normalOS;
|
||
|
|
|
||
|
|
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
|
||
|
|
|
||
|
|
output.positionCS = vertexInput.positionCS;
|
||
|
|
output.positionWS = vertexInput.positionWS;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
#if defined(ASE_TESSELLATION)
|
||
|
|
struct VertexControl
|
||
|
|
{
|
||
|
|
float4 positionOS : INTERNALTESSPOS;
|
||
|
|
half3 normalOS : NORMAL;
|
||
|
|
half4 tangentOS : TANGENT;
|
||
|
|
|
||
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||
|
|
};
|
||
|
|
|
||
|
|
struct TessellationFactors
|
||
|
|
{
|
||
|
|
float edge[3] : SV_TessFactor;
|
||
|
|
float inside : SV_InsideTessFactor;
|
||
|
|
};
|
||
|
|
|
||
|
|
VertexControl vert ( Attributes input )
|
||
|
|
{
|
||
|
|
VertexControl output;
|
||
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
||
|
|
output.positionOS = input.positionOS;
|
||
|
|
output.normalOS = input.normalOS;
|
||
|
|
output.tangentOS = input.tangentOS;
|
||
|
|
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> input)
|
||
|
|
{
|
||
|
|
TessellationFactors output;
|
||
|
|
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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
||
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
||
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
||
|
|
tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
||
|
|
#endif
|
||
|
|
output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w;
|
||
|
|
return output;
|
||
|
|
}
|
||
|
|
|
||
|
|
[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")]
|
||
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
||
|
|
{
|
||
|
|
Attributes output = (Attributes) 0;
|
||
|
|
output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z;
|
||
|
|
output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z;
|
||
|
|
output.tangentOS = patch[0].tangentOS * bary.x + patch[1].tangentOS * bary.y + patch[2].tangentOS * bary.z;
|
||
|
|
|
||
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
||
|
|
float3 pp[3];
|
||
|
|
for (int i = 0; i < 3; ++i)
|
||
|
|
pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS));
|
||
|
|
float phongStrength = _TessPhongStrength;
|
||
|
|
output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz;
|
||
|
|
#endif
|
||
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], output);
|
||
|
|
return VertexFunction(output);
|
||
|
|
}
|
||
|
|
#else
|
||
|
|
PackedVaryings vert ( Attributes input )
|
||
|
|
{
|
||
|
|
return VertexFunction( input );
|
||
|
|
}
|
||
|
|
#endif
|
||
|
|
|
||
|
|
half4 frag( PackedVaryings input
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
,out float outputDepth : ASE_SV_DEPTH
|
||
|
|
#endif
|
||
|
|
) : SV_Target
|
||
|
|
{
|
||
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
||
|
|
|
||
|
|
float3 PositionWS = input.positionWS;
|
||
|
|
float3 PositionRWS = GetCameraRelativePositionWS( PositionWS );
|
||
|
|
float4 ScreenPosNorm = float4( GetNormalizedScreenSpaceUV( input.positionCS ), input.positionCS.zw );
|
||
|
|
float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, input.positionCS.z ) * input.positionCS.w;
|
||
|
|
|
||
|
|
|
||
|
|
|
||
|
|
surfaceDescription.Alpha = 1;
|
||
|
|
surfaceDescription.AlphaClipThreshold = 0.5;
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
float DeviceDepth = input.positionCS.z;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if _ALPHATEST_ON
|
||
|
|
float alphaClipThreshold = 0.01f;
|
||
|
|
#if ALPHA_CLIP_THRESHOLD
|
||
|
|
alphaClipThreshold = surfaceDescription.AlphaClipThreshold;
|
||
|
|
#endif
|
||
|
|
clip(surfaceDescription.Alpha - alphaClipThreshold);
|
||
|
|
#endif
|
||
|
|
|
||
|
|
#if defined( ASE_DEPTH_WRITE_ON )
|
||
|
|
outputDepth = DeviceDepth;
|
||
|
|
#endif
|
||
|
|
|
||
|
|
return unity_SelectionID;
|
||
|
|
}
|
||
|
|
ENDHLSL
|
||
|
|
}
|
||
|
|
|
||
|
|
}
|
||
|
|
|
||
|
|
CustomEditor "UnityEditor.ShaderGraphLitGUI"
|
||
|
|
FallBack "Hidden/Shader Graph/FallbackError"
|
||
|
|
|
||
|
|
Fallback "Hidden/InternalErrorShader"
|
||
|
|
}
|
||
|
|
|
||
|
|
/*ASEBEGIN
|
||
|
|
Version=19904
|
||
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;429;1352.417,-1965.659;Inherit;False;3595.187;815.0569;;31;488;495;492;505;499;494;440;497;447;466;491;439;504;489;442;478;470;463;468;477;484;483;473;424;486;487;401;431;400;390;562;Glint Effect;0.9986145,1,0.4103774,1;0;0
|
||
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;569;1344.167,-453.8903;Inherit;False;842.9095;339.4828;Normals;4;560;568;567;561;;0.2573529,0.3546652,1,1;0;0
|
||
|
|
Node;AmplifyShaderEditor.CommentaryNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;570;2400,-656;Inherit;False;2555;885;;28;510;355;354;555;554;366;360;511;359;365;508;507;515;524;557;525;556;363;364;367;369;346;347;536;368;564;571;419;Sparkles Effect;1,1,1,1;0;0
|
||
|
|
Node;AmplifyShaderEditor.FmodOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;442;2752,-1760;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;3;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;440;2112,-1680;Inherit;False;1;0;FLOAT;0.5;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleSubtractOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;504;3008,-1696;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;495;1696,-1840;Float;False;Property;_Direction;Direction;3;0;Create;True;0;0;0;False;0;False;0;1;1;True;;KeywordEnum;3;X;Y;Z;Create;False;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.Vector3Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;505;1440,-1664;Float;False;Property;_SizeSpeedInterval;Size Speed Interval;5;0;Create;True;0;0;0;False;0;False;1,1,1;0.5,10,5;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.NegateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;492;1936,-1776;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.StaticSwitch, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;494;2064,-1840;Float;False;Property;_InvertDirection;Invert Direction;4;0;Create;True;0;0;0;False;0;False;0;1;1;True;;Toggle;2;X;Y;Create;False;True;All;9;1;FLOAT;0;False;0;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;4;FLOAT;0;False;5;FLOAT;0;False;6;FLOAT;0;False;7;FLOAT;0;False;8;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;499;1920,-1632;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;447;2112,-1600;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.PosVertexDataNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;488;1440,-1856;Inherit;True;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;497;2352,-1792;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;491;2272,-1600;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;466;2656,-1456;Float;False;Property;_TailHeadFalloff;Tail Head Falloff;7;0;Create;True;0;0;0;False;0;False;0.5;0.9;0;1;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;439;2528,-1760;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-0.27;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;511;2656,-32;Float;False;Property;_SpakleSpeed;Spakle Speed;15;0;Create;True;0;0;0;False;0;False;0;0.002;0;0.1;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;489;3008,-1568;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;560;1394.167,-403.8903;Inherit;True;Property;_Normals;Normals;1;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;True;bump;Auto;True;Object;-1;Auto;Texture2D;False;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;6;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.TexturePropertyNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;515;2448,-416;Float;True;Property;_Noise;Noise;10;1;[NoScaleOffset];Create;True;0;0;0;False;0;False;None;bdbe94d7623ec3940947b62544306f1c;False;white;Auto;Texture2D;False;-1;0;2;SAMPLER2D;0;SAMPLERSTATE;1
|
||
|
|
Node;AmplifyShaderEditor.FresnelNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;400;4187.048,-1422.668;Inherit;True;Standard;WorldNormal;ViewDir;False;True;5;0;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;1;FLOAT;0.01;False;2;FLOAT;1;False;3;FLOAT;4;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;470;3200,-1472;Inherit;False;2;0;FLOAT;1;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.TextureCoordinatesNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;510;2720,-336;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;354;3024,-256;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;555;3024,-160;Float;False;Constant;_Float4;Float 4;19;0;Create;True;0;0;0;False;0;False;1.1;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleTimeNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;360;2960,-32;Inherit;False;1;0;FLOAT;0.1;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;463;3216,-1760;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-0.5;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleDivideOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;478;3200,-1600;Inherit;False;2;0;FLOAT;-1;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.ComponentMaskNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;525;2768,-608;Inherit;False;True;True;False;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;468;3504,-1536;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;2.25;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;557;2672,-480;Float;False;Property;_ScreenContribution;Screen Contribution;16;0;Create;True;0;0;0;False;0;False;0.2;0.2;0;1;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;556;3024,-544;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;359;3440,-272;Inherit;False;3;3;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;554;3216,-192;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.NegateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;366;3232,-32;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;477;3504,-1760;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.ScreenPosInputsNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;524;2464,-608;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;355;2704,-176;Float;False;Property;_Frequency;Frequency;11;0;Create;True;0;0;0;False;0;False;20;4;0;100;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.WorldNormalVector, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;568;1732.077,-293.4075;Inherit;False;False;1;0;FLOAT3;0,0,0;False;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.Vector3Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;571;4208,0;Float;False;Property;_SparkleFresnel;Fresnel Bias, Scale, Power;17;0;Create;False;0;0;0;False;0;False;0,0,0;0.02,0.8,2;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;484;3648,-1536;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;567;1944.077,-295.4075;Float;False;worldNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;369;3648,112;Float;False;Property;_Range;Range;13;0;Create;True;0;0;0;False;0;False;0;0.5;0;1;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;507;3632,-368;Inherit;True;Property;_TextureSample0;Texture Sample 0;14;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;473;3840,-1664;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;-1;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SamplerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;508;3632,-160;Inherit;True;Property;_TextureSample1;Texture Sample 1;13;0;Create;True;0;0;0;False;0;False;-1;None;None;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;False;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;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;367;3648,32;Float;False;Property;_Threshold;Threshold;12;0;Create;True;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;486;3984,-1664;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;564;4218.197,-93.65095;Inherit;False;567;worldNormal;1;0;OBJECT;0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.Vector3Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;572;4264.248,588.1351;Float;False;Property;_MainGlowFresnel;Fresnel Bias, Scale, Power;19;0;Create;False;0;0;0;False;0;False;0,0,0;0.02,1,5;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;563;4328.248,508.1352;Inherit;False;567;worldNormal;1;0;OBJECT;0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;363;3984,-240;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.Vector3Node, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;424;3808,-1344;Float;False;Property;_GlintFresnel;Fresnel Bias, Scale, Power;6;0;Create;False;0;0;0;False;0;False;0,0,0;0.01,3,4;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;368;4048,0;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.05;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;562;3808,-1424;Inherit;False;567;worldNormal;1;0;OBJECT;0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;292;5204.548,-643.8364;Float;False;Property;_Albedo;Albedo;0;0;Create;True;0;0;0;False;0;False;0,0,0,0;0.7647059,0.5730754,0.1124561,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;401;4432,-1824;Float;False;Property;_GlintColor;Color;2;0;Create;False;0;0;0;False;1;Header(Glint Effect);False;0,0,0,0;1,0.9154145,0.4292426,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.FresnelNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;536;4528,-48;Inherit;True;Standard;WorldNormal;ViewDir;False;True;5;0;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;1;FLOAT;0.01;False;2;FLOAT;0.8;False;3;FLOAT;2;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.PowerNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;487;4176,-1664;Inherit;True;True;2;0;FLOAT;0;False;1;FLOAT;5;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;365;3440,-128;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT;0;False;1;FLOAT2;0
|
||
|
|
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;483;3648,-1760;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;419;4576,-160;Float;False;Property;_SparklesBrightness;Brightness;14;0;Create;False;0;0;0;False;0;False;2;5;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.FresnelNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;370;4584.248,572.1351;Inherit;True;Standard;WorldNormal;ViewDir;False;True;5;0;FLOAT3;0,0,0;False;4;FLOAT3;0,0,0;False;1;FLOAT;0.02;False;2;FLOAT;1;False;3;FLOAT;5;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SmoothstepOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;364;4224,-240;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0.8;False;2;FLOAT;0.85;False;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;550;4672,382.1486;Float;False;Property;_BodyGlow;Color;18;0;Create;False;0;0;0;False;1;Header(Body Glow);False;0,0,0,0;0.6323529,0.4794762,0,0;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.ColorNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;347;4528,-384;Float;False;Property;_SparkleColor;Color;9;0;Create;False;0;0;0;False;2;Space(10);Header(Sparkles);False;0,0,0,0;1,0.7779999,0.2971669,1;False;True;0;6;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT3;5
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;371;4992,384;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;346;4816,-256;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;345;5257.424,-157.0255;Float;False;Constant;_Float12;Float 12;20;0;Create;True;0;0;0;False;0;False;0.9;0;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleAddOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;374;5200,-288;Inherit;False;3;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;561;1718.788,-401.7002;Float;False;tangentNormal;-1;True;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;565;5203.372,-430.7056;Inherit;False;561;tangentNormal;1;0;OBJECT;0;False;1;FLOAT3;0
|
||
|
|
Node;AmplifyShaderEditor.RangedFloatNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;431;4480,-1360;Float;False;Property;_Brightness;Brightness;8;0;Create;True;0;0;0;False;0;False;1;5;0;0;0;1;FLOAT;0
|
||
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;390;4765.775,-1686.948;Inherit;False;4;4;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;COLOR;0
|
||
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;581;5576.469,-401.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;4;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;579;5576.469,-401.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;4;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;580;5576.469,-401.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;4;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
||
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;577;5576.469,-401.7877;Float;False;True;-1;2;UnityEditor.ShaderGraphLitGUI;0;12;ASESampleShaders/SRP Universal/GlintSparkle;94348b07e5e8bab40bd6c8a1e3df54cd;True;Forward;0;1;Forward;21;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;47;Category;0;0; Instanced Terrain Normals;1;0;Lighting Model;0;0;Workflow;1;0;Surface;0;0; Refraction Model;0;0; Blend;0;0;Two Sided;1;0;Alpha Clipping;1;0; Use Shadow Threshold;0;0;Fragment Normal Space;0;0;Forward Only;0;0;Transmission;0;0; Transmission Shadow;0.5,False,;0;Translucency;0;0; Translucency Strength;1,False,;0; Normal Distortion;0.5,False,;0; Scattering;2,False,;0; Direct;0.9,False,;0; Ambient;0.1,False,;0; Shadow;0.5,False,;0;Cast Shadows;1;0;Receive Shadows;1;0;Specular Highlights;2;0;Environment Reflections;2;0;Receive SSAO;1;0;GPU Instancing;1;0;LOD CrossFade;1;0;Built-in Fog;1;0;_FinalColorxAlpha;0;0;Meta Pass;1;0;Override Baked GI;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position;1;0;Debug Display;0;0;Clear Coat;0;0;0;10;False;True;True;True;True;True;True;True;True;True;False;;False;0
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||
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;578;5576.469,-401.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;4;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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||
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;582;5576.469,-401.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ExtraPrePass;0;0;ExtraPrePass;6;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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||
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;583;5576.469,-341.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;DepthNormals;0;6;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormals;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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||
|
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;584;5576.469,-341.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;GBuffer;0;7;GBuffer;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalGBuffer;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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||
|
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;585;5576.469,-321.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;SceneSelectionPass;0;8;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
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||
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;586;5576.469,-321.7877;Float;False;False;-1;2;UnityEditor.ShaderGraphLitGUI;0;1;New Amplify Shader;94348b07e5e8bab40bd6c8a1e3df54cd;True;ScenePickingPass;0;9;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Lit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
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WireConnection;442;0;439;0
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WireConnection;442;1;491;0
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WireConnection;440;0;499;0
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WireConnection;504;0;466;0
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WireConnection;495;1;488;1
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WireConnection;495;0;488;2
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WireConnection;495;2;488;3
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WireConnection;492;0;495;0
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WireConnection;494;1;495;0
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WireConnection;494;0;492;0
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WireConnection;499;0;505;1
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WireConnection;499;1;505;2
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WireConnection;447;0;499;0
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WireConnection;497;0;494;0
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WireConnection;497;1;505;1
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WireConnection;491;0;447;0
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WireConnection;491;1;505;3
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WireConnection;439;0;497;0
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WireConnection;439;1;440;0
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WireConnection;489;0;466;0
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WireConnection;400;0;562;0
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WireConnection;400;1;424;1
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WireConnection;400;2;424;2
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WireConnection;400;3;424;3
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WireConnection;470;1;466;0
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WireConnection;510;2;515;0
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WireConnection;354;0;510;0
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WireConnection;354;1;355;0
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WireConnection;360;0;511;0
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WireConnection;463;0;442;0
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WireConnection;463;1;504;0
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WireConnection;478;1;489;0
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WireConnection;525;0;524;0
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WireConnection;468;0;463;0
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WireConnection;468;1;470;0
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WireConnection;556;0;525;0
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WireConnection;556;1;557;0
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WireConnection;359;0;556;0
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WireConnection;359;1;354;0
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WireConnection;359;2;360;0
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WireConnection;554;0;354;0
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WireConnection;554;1;555;0
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WireConnection;366;0;360;0
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WireConnection;477;0;463;0
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WireConnection;477;1;478;0
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WireConnection;568;0;560;0
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WireConnection;484;0;468;0
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WireConnection;567;0;568;0
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WireConnection;507;0;515;0
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WireConnection;507;1;359;0
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WireConnection;473;0;483;0
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WireConnection;473;1;484;0
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WireConnection;508;0;515;0
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WireConnection;508;1;365;0
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WireConnection;486;0;473;0
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WireConnection;363;1;508;2
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WireConnection;368;0;367;0
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WireConnection;368;1;369;0
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WireConnection;536;0;564;0
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WireConnection;536;1;571;1
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WireConnection;536;3;571;3
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WireConnection;487;0;486;0
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WireConnection;365;0;554;0
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WireConnection;365;1;366;0
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WireConnection;483;0;477;0
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WireConnection;370;0;563;0
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WireConnection;370;1;572;1
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WireConnection;370;2;572;2
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WireConnection;370;3;572;3
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WireConnection;364;0;363;0
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WireConnection;364;1;367;0
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WireConnection;364;2;368;0
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WireConnection;371;0;550;0
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WireConnection;371;1;370;0
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WireConnection;346;0;347;0
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WireConnection;346;1;364;0
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WireConnection;346;2;419;0
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WireConnection;346;3;536;0
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WireConnection;374;0;390;0
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WireConnection;374;1;346;0
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WireConnection;374;2;371;0
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WireConnection;561;0;560;0
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WireConnection;390;0;401;0
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WireConnection;390;1;487;0
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WireConnection;390;2;400;0
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WireConnection;390;3;431;0
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WireConnection;577;0;292;0
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WireConnection;577;1;565;0
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WireConnection;577;3;345;0
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WireConnection;577;4;345;0
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WireConnection;577;2;374;0
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ASEEND*/
|
||
|
|
//CHKSM=AAB2F72F24C206B3083FDBB32B06556E7E942A65
|