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@@ -0,0 +1,751 @@
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// Made with Amplify Shader Editor
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Sky"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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[ASEBegin]_HorizonPM("HorizonPM", Vector) = (2,1,0,0)
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_Lightten("Lightten", Float) = 0
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_Step("Step", Vector) = (0,0,0,0)
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_Scale("Scale", Vector) = (0,0,0,0)
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_SpeedDirA("SpeedDirA", Vector) = (0,0,0,0)
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_SpeedDirB("SpeedDirB", Vector) = (0,0,0,0)
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_LightDir("LightDir", Vector) = (0,0,0,0)
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_CloudLightColor("CloudLightColor", Color) = (1,1,1,0)
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_CloudShadowColor("CloudShadowColor", Color) = (1,1,1,0)
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[ASEEnd]_SkyColor("SkyColor", Color) = (1,1,1,0)
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
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Cull Front
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AlphaToMask Off
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HLSLINCLUDE
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#pragma target 2.0
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend One Zero, One Zero
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ZWrite On
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#define _RECEIVE_SHADOWS_OFF 1
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#pragma multi_compile_instancing
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#define ASE_SRP_VERSION 999999
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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#pragma vertex vert
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#pragma fragment frag
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#if ASE_SRP_VERSION <= 70108
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#define REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR
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#endif
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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struct VertexInput
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{
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float4 vertex : POSITION;
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float3 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct VertexOutput
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{
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float4 clipPos : SV_POSITION;
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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float3 worldPos : TEXCOORD0;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD1;
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#endif
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#ifdef ASE_FOG
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float fogFactor : TEXCOORD2;
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#endif
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float4 ase_texcoord3 : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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float4 _SkyColor;
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float4 _CloudShadowColor;
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float4 _CloudLightColor;
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float4 _SpeedDirA;
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float4 _Scale;
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float4 _SpeedDirB;
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float2 _Step;
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float2 _LightDir;
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float2 _HorizonPM;
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float _Lightten;
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#ifdef TESSELLATION_ON
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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inline float noise_randomValue (float2 uv) { return frac(sin(dot(uv, float2(12.9898, 78.233)))*43758.5453); }
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inline float noise_interpolate (float a, float b, float t) { return (1.0-t)*a + (t*b); }
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inline float valueNoise (float2 uv)
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{
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float2 i = floor(uv);
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float2 f = frac( uv );
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f = f* f * (3.0 - 2.0 * f);
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uv = abs( frac(uv) - 0.5);
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float2 c0 = i + float2( 0.0, 0.0 );
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float2 c1 = i + float2( 1.0, 0.0 );
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float2 c2 = i + float2( 0.0, 1.0 );
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float2 c3 = i + float2( 1.0, 1.0 );
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float r0 = noise_randomValue( c0 );
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float r1 = noise_randomValue( c1 );
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float r2 = noise_randomValue( c2 );
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float r3 = noise_randomValue( c3 );
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float bottomOfGrid = noise_interpolate( r0, r1, f.x );
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float topOfGrid = noise_interpolate( r2, r3, f.x );
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float t = noise_interpolate( bottomOfGrid, topOfGrid, f.y );
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return t;
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}
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float SimpleNoise(float2 UV)
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{
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float t = 0.0;
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float freq = pow( 2.0, float( 0 ) );
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float amp = pow( 0.5, float( 3 - 0 ) );
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t += valueNoise( UV/freq )*amp;
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freq = pow(2.0, float(1));
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amp = pow(0.5, float(3-1));
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t += valueNoise( UV/freq )*amp;
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freq = pow(2.0, float(2));
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amp = pow(0.5, float(3-2));
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t += valueNoise( UV/freq )*amp;
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return t;
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}
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VertexOutput VertexFunction ( VertexInput v )
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{
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VertexOutput o = (VertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.ase_texcoord3.xy = v.ase_texcoord.xy;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord3.zw = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = v.vertex.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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v.vertex.xyz = vertexValue;
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#else
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v.vertex.xyz += vertexValue;
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#endif
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v.ase_normal = v.ase_normal;
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float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
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float4 positionCS = TransformWorldToHClip( positionWS );
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#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
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o.worldPos = positionWS;
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|
|
|
#endif
|
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
|
|
|
vertexInput.positionWS = positionWS;
|
|
|
|
|
vertexInput.positionCS = positionCS;
|
|
|
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
|
|
|
#endif
|
|
|
|
|
#ifdef ASE_FOG
|
|
|
|
|
o.fogFactor = ComputeFogFactor( positionCS.z );
|
|
|
|
|
#endif
|
|
|
|
|
o.clipPos = positionCS;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
|
|
|
struct VertexControl
|
|
|
|
|
{
|
|
|
|
|
float4 vertex : INTERNALTESSPOS;
|
|
|
|
|
float3 ase_normal : NORMAL;
|
|
|
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
|
|
|
|
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct TessellationFactors
|
|
|
|
|
{
|
|
|
|
|
float edge[3] : SV_TessFactor;
|
|
|
|
|
float inside : SV_InsideTessFactor;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
|
|
|
{
|
|
|
|
|
VertexControl o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
|
|
o.vertex = v.vertex;
|
|
|
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
|
o.ase_texcoord = v.ase_texcoord;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
|
|
|
{
|
|
|
|
|
TessellationFactors o;
|
|
|
|
|
float4 tf = 1;
|
|
|
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
|
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
|
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
|
|
|
tf = FixedTess( tessValue );
|
|
|
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
|
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
|
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
|
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
|
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
|
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
|
|
|
#endif
|
|
|
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[domain("tri")]
|
|
|
|
|
[partitioning("fractional_odd")]
|
|
|
|
|
[outputtopology("triangle_cw")]
|
|
|
|
|
[patchconstantfunc("TessellationFunction")]
|
|
|
|
|
[outputcontrolpoints(3)]
|
|
|
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
|
|
|
{
|
|
|
|
|
return patch[id];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[domain("tri")]
|
|
|
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
|
|
|
{
|
|
|
|
|
VertexInput o = (VertexInput) 0;
|
|
|
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
|
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
|
|
|
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
|
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
|
|
|
float3 pp[3];
|
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
|
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
|
|
|
float phongStrength = _TessPhongStrength;
|
|
|
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
|
|
|
#endif
|
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
|
|
|
return VertexFunction(o);
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
VertexOutput vert ( VertexInput v )
|
|
|
|
|
{
|
|
|
|
|
return VertexFunction( v );
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
half4 frag ( VertexOutput IN ) : SV_Target
|
|
|
|
|
{
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID( IN );
|
|
|
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
|
|
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
|
|
float3 WorldPosition = IN.worldPos;
|
|
|
|
|
#endif
|
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
|
|
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
|
|
|
ShadowCoords = IN.shadowCoord;
|
|
|
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
|
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
float2 break155_g75 = _Step;
|
|
|
|
|
float3 break202_g75 = ( WorldPosition * 0.01 );
|
|
|
|
|
float2 appendResult87_g75 = (float2(break202_g75.x , break202_g75.z));
|
|
|
|
|
float4 break91_g75 = _SpeedDirA;
|
|
|
|
|
float2 appendResult78_g75 = (float2(break91_g75.x , break91_g75.y));
|
|
|
|
|
float2 temp_output_70_0_g75 = ( _TimeParameters.x * appendResult78_g75 );
|
|
|
|
|
float temp_output_122_0_g75 = _Scale.x;
|
|
|
|
|
float simpleNoise64_g75 = SimpleNoise( ( appendResult87_g75 + temp_output_70_0_g75 )*temp_output_122_0_g75 );
|
|
|
|
|
float2 appendResult79_g75 = (float2(break91_g75.z , break91_g75.w));
|
|
|
|
|
float2 temp_output_73_0_g75 = ( _TimeParameters.x * appendResult79_g75 );
|
|
|
|
|
float simpleNoise66_g75 = SimpleNoise( ( appendResult87_g75 + temp_output_73_0_g75 )*temp_output_122_0_g75 );
|
|
|
|
|
float temp_output_137_0_g75 = ( simpleNoise64_g75 + simpleNoise66_g75 );
|
|
|
|
|
float4 break135_g75 = _SpeedDirB;
|
|
|
|
|
float2 appendResult96_g75 = (float2(break135_g75.x , break135_g75.y));
|
|
|
|
|
float2 temp_output_95_0_g75 = ( _TimeParameters.x * appendResult96_g75 );
|
|
|
|
|
float temp_output_131_0_g75 = ( temp_output_122_0_g75 * 2.0 );
|
|
|
|
|
float simpleNoise93_g75 = SimpleNoise( ( appendResult87_g75 + temp_output_95_0_g75 )*temp_output_131_0_g75 );
|
|
|
|
|
float2 appendResult120_g75 = (float2(break135_g75.z , break135_g75.w));
|
|
|
|
|
float2 temp_output_119_0_g75 = ( _TimeParameters.x * appendResult120_g75 );
|
|
|
|
|
float simpleNoise117_g75 = SimpleNoise( ( appendResult87_g75 + temp_output_119_0_g75 )*temp_output_131_0_g75 );
|
|
|
|
|
float smoothstepResult152_g75 = smoothstep( break155_g75.x , break155_g75.y , ( temp_output_137_0_g75 - saturate( ( ( simpleNoise93_g75 + simpleNoise117_g75 ) - temp_output_137_0_g75 ) ) ));
|
|
|
|
|
float temp_output_81_0_g75 = saturate( smoothstepResult152_g75 );
|
|
|
|
|
float3 break204_g75 = ( WorldPosition * 0.01 );
|
|
|
|
|
float2 appendResult206_g75 = (float2(break204_g75.x , break204_g75.z));
|
|
|
|
|
float2 temp_output_195_0_g75 = ( appendResult206_g75 + ( _LightDir * float2( 0.001,0.001 ) ) );
|
|
|
|
|
float simpleNoise167_g75 = SimpleNoise( ( temp_output_195_0_g75 + temp_output_70_0_g75 )*temp_output_122_0_g75 );
|
|
|
|
|
float simpleNoise169_g75 = SimpleNoise( ( temp_output_195_0_g75 + temp_output_73_0_g75 )*temp_output_122_0_g75 );
|
|
|
|
|
float temp_output_168_0_g75 = ( simpleNoise167_g75 + simpleNoise169_g75 );
|
|
|
|
|
float temp_output_164_0_g75 = ( temp_output_122_0_g75 * 2.0 );
|
|
|
|
|
float simpleNoise170_g75 = SimpleNoise( ( temp_output_195_0_g75 + temp_output_95_0_g75 )*temp_output_164_0_g75 );
|
|
|
|
|
float simpleNoise166_g75 = SimpleNoise( ( temp_output_195_0_g75 + temp_output_119_0_g75 )*temp_output_164_0_g75 );
|
|
|
|
|
float smoothstepResult159_g75 = smoothstep( break155_g75.x , break155_g75.y , ( temp_output_168_0_g75 - saturate( ( ( simpleNoise170_g75 + simpleNoise166_g75 ) - temp_output_168_0_g75 ) ) ));
|
|
|
|
|
float4 lerpResult162 = lerp( _CloudShadowColor , _CloudLightColor , saturate( ( saturate( ( temp_output_81_0_g75 - saturate( smoothstepResult159_g75 ) ) ) * 10.0 ) ));
|
|
|
|
|
float4 lerpResult155 = lerp( _SkyColor , lerpResult162 , saturate( temp_output_81_0_g75 ));
|
|
|
|
|
float saferPower33 = max( ( 1.0 - IN.ase_texcoord3.xy.y ) , 0.0001 );
|
|
|
|
|
float4 lerpResult19 = lerp( lerpResult155 , unity_FogColor , saturate( ( pow( saferPower33 , _HorizonPM.x ) * _HorizonPM.y ) ));
|
|
|
|
|
|
|
|
|
|
float3 BakedAlbedo = 0;
|
|
|
|
|
float3 BakedEmission = 0;
|
|
|
|
|
float3 Color = ( lerpResult19 * _Lightten ).rgb;
|
|
|
|
|
float Alpha = 1;
|
|
|
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
|
|
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
|
|
|
clip( Alpha - AlphaClipThreshold );
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
|
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef ASE_FOG
|
|
|
|
|
Color = MixFog( Color, IN.fogFactor );
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
return half4( Color, Alpha );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ENDHLSL
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pass
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
Name "DepthOnly"
|
|
|
|
|
Tags { "LightMode"="DepthOnly" }
|
|
|
|
|
|
|
|
|
|
ZWrite On
|
|
|
|
|
ColorMask 0
|
|
|
|
|
AlphaToMask Off
|
|
|
|
|
|
|
|
|
|
HLSLPROGRAM
|
|
|
|
|
#define _RECEIVE_SHADOWS_OFF 1
|
|
|
|
|
#pragma multi_compile_instancing
|
|
|
|
|
#define ASE_SRP_VERSION 999999
|
|
|
|
|
|
|
|
|
|
#pragma prefer_hlslcc gles
|
|
|
|
|
#pragma exclude_renderers d3d11_9x
|
|
|
|
|
|
|
|
|
|
#pragma vertex vert
|
|
|
|
|
#pragma fragment frag
|
|
|
|
|
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
|
|
|
|
|
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
struct VertexInput
|
|
|
|
|
{
|
|
|
|
|
float4 vertex : POSITION;
|
|
|
|
|
float3 ase_normal : NORMAL;
|
|
|
|
|
|
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct VertexOutput
|
|
|
|
|
{
|
|
|
|
|
float4 clipPos : SV_POSITION;
|
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
|
|
float3 worldPos : TEXCOORD0;
|
|
|
|
|
#endif
|
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
|
|
float4 shadowCoord : TEXCOORD1;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
|
|
UNITY_VERTEX_OUTPUT_STEREO
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
CBUFFER_START(UnityPerMaterial)
|
|
|
|
|
float4 _SkyColor;
|
|
|
|
|
float4 _CloudShadowColor;
|
|
|
|
|
float4 _CloudLightColor;
|
|
|
|
|
float4 _SpeedDirA;
|
|
|
|
|
float4 _Scale;
|
|
|
|
|
float4 _SpeedDirB;
|
|
|
|
|
float2 _Step;
|
|
|
|
|
float2 _LightDir;
|
|
|
|
|
float2 _HorizonPM;
|
|
|
|
|
float _Lightten;
|
|
|
|
|
#ifdef TESSELLATION_ON
|
|
|
|
|
float _TessPhongStrength;
|
|
|
|
|
float _TessValue;
|
|
|
|
|
float _TessMin;
|
|
|
|
|
float _TessMax;
|
|
|
|
|
float _TessEdgeLength;
|
|
|
|
|
float _TessMaxDisp;
|
|
|
|
|
#endif
|
|
|
|
|
CBUFFER_END
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
VertexOutput VertexFunction( VertexInput v )
|
|
|
|
|
{
|
|
|
|
|
VertexOutput o = (VertexOutput)0;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
|
|
|
float3 defaultVertexValue = v.vertex.xyz;
|
|
|
|
|
#else
|
|
|
|
|
float3 defaultVertexValue = float3(0, 0, 0);
|
|
|
|
|
#endif
|
|
|
|
|
float3 vertexValue = defaultVertexValue;
|
|
|
|
|
#ifdef ASE_ABSOLUTE_VERTEX_POS
|
|
|
|
|
v.vertex.xyz = vertexValue;
|
|
|
|
|
#else
|
|
|
|
|
v.vertex.xyz += vertexValue;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
v.ase_normal = v.ase_normal;
|
|
|
|
|
|
|
|
|
|
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
|
|
|
|
|
|
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
|
|
o.worldPos = positionWS;
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
o.clipPos = TransformWorldToHClip( positionWS );
|
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
|
|
|
vertexInput.positionWS = positionWS;
|
|
|
|
|
vertexInput.positionCS = clipPos;
|
|
|
|
|
o.shadowCoord = GetShadowCoord( vertexInput );
|
|
|
|
|
#endif
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#if defined(TESSELLATION_ON)
|
|
|
|
|
struct VertexControl
|
|
|
|
|
{
|
|
|
|
|
float4 vertex : INTERNALTESSPOS;
|
|
|
|
|
float3 ase_normal : NORMAL;
|
|
|
|
|
|
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
struct TessellationFactors
|
|
|
|
|
{
|
|
|
|
|
float edge[3] : SV_TessFactor;
|
|
|
|
|
float inside : SV_InsideTessFactor;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
VertexControl vert ( VertexInput v )
|
|
|
|
|
{
|
|
|
|
|
VertexControl o;
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(v);
|
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(v, o);
|
|
|
|
|
o.vertex = v.vertex;
|
|
|
|
|
o.ase_normal = v.ase_normal;
|
|
|
|
|
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
|
|
|
|
|
{
|
|
|
|
|
TessellationFactors o;
|
|
|
|
|
float4 tf = 1;
|
|
|
|
|
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
|
|
|
|
|
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
|
|
|
|
|
#if defined(ASE_FIXED_TESSELLATION)
|
|
|
|
|
tf = FixedTess( tessValue );
|
|
|
|
|
#elif defined(ASE_DISTANCE_TESSELLATION)
|
|
|
|
|
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
|
|
|
|
|
#elif defined(ASE_LENGTH_TESSELLATION)
|
|
|
|
|
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
|
|
|
|
|
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
|
|
|
|
|
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
|
|
|
|
|
#endif
|
|
|
|
|
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
|
|
|
|
|
return o;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[domain("tri")]
|
|
|
|
|
[partitioning("fractional_odd")]
|
|
|
|
|
[outputtopology("triangle_cw")]
|
|
|
|
|
[patchconstantfunc("TessellationFunction")]
|
|
|
|
|
[outputcontrolpoints(3)]
|
|
|
|
|
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
|
|
|
{
|
|
|
|
|
return patch[id];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
[domain("tri")]
|
|
|
|
|
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
|
|
|
|
|
{
|
|
|
|
|
VertexInput o = (VertexInput) 0;
|
|
|
|
|
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
|
|
|
|
|
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
|
|
|
|
|
|
|
|
|
|
#if defined(ASE_PHONG_TESSELLATION)
|
|
|
|
|
float3 pp[3];
|
|
|
|
|
for (int i = 0; i < 3; ++i)
|
|
|
|
|
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
|
|
|
|
|
float phongStrength = _TessPhongStrength;
|
|
|
|
|
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
|
|
|
|
|
#endif
|
|
|
|
|
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
|
|
|
|
|
return VertexFunction(o);
|
|
|
|
|
}
|
|
|
|
|
#else
|
|
|
|
|
VertexOutput vert ( VertexInput v )
|
|
|
|
|
{
|
|
|
|
|
return VertexFunction( v );
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
half4 frag(VertexOutput IN ) : SV_TARGET
|
|
|
|
|
{
|
|
|
|
|
UNITY_SETUP_INSTANCE_ID(IN);
|
|
|
|
|
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
|
|
|
|
|
|
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
|
|
|
float3 WorldPosition = IN.worldPos;
|
|
|
|
|
#endif
|
|
|
|
|
float4 ShadowCoords = float4( 0, 0, 0, 0 );
|
|
|
|
|
|
|
|
|
|
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
|
|
|
|
|
ShadowCoords = IN.shadowCoord;
|
|
|
|
|
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
|
|
|
|
|
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float Alpha = 1;
|
|
|
|
|
float AlphaClipThreshold = 0.5;
|
|
|
|
|
|
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
|
|
|
clip(Alpha - AlphaClipThreshold);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifdef LOD_FADE_CROSSFADE
|
|
|
|
|
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
|
|
|
|
|
#endif
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
ENDHLSL
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
|
|
|
|
|
Fallback "Hidden/InternalErrorShader"
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
/*ASEBEGIN
|
|
|
|
|
Version=18800
|
|
|
|
|
-1920;0;1920;1019;2337.221;1057.37;1.713685;True;False
|
|
|
|
|
Node;AmplifyShaderEditor.Vector4Node;116;-1160.55,-442.2268;Inherit;False;Property;_Scale;Scale;3;0;Create;True;0;0;0;False;0;False;0,0,0,0;2,0,0,0;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.FunctionNode;178;-787.5656,-725.0116;Inherit;False;New ShaderFunction 1;-1;;75;0470792d63ffe734da371a49ae136f60;0;5;197;FLOAT2;0,0;False;154;FLOAT2;0,0;False;90;FLOAT4;0,0,0,0;False;134;FLOAT4;0,0,0,0;False;122;FLOAT;0;False;2;FLOAT;193;FLOAT;0
|
|
|
|
|
Node;AmplifyShaderEditor.Vector4Node;95;-1217.469,-788.5245;Inherit;False;Property;_SpeedDirA;SpeedDirA;4;0;Create;True;0;0;0;False;0;False;0,0,0,0;0.1,-0.1,-0.2,0.15;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.RangedFloatNode;75;90.37871,-201.8806;Inherit;False;Property;_Lightten;Lightten;1;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
|
|
|
|
|
Node;AmplifyShaderEditor.Vector2Node;67;-693.2818,204.0363;Inherit;False;Property;_HorizonPM;HorizonPM;0;0;Create;True;0;0;0;False;0;False;2,1;1,2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
|
|
|
|
Node;AmplifyShaderEditor.ColorNode;148;-638.9375,-1350.801;Inherit;False;Property;_SkyColor;SkyColor;9;0;Create;True;0;0;0;False;0;False;1,1,1,0;0,0.425749,0.7924528,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;72;261.6787,-289.2806;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;1;COLOR;0
|
|
|
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;167;-954.135,-1045.253;Inherit;False;2;2;0;FLOAT2;0,0;False;1;FLOAT2;0.001,0.001;False;1;FLOAT2;0
|
|
|
|
|
Node;AmplifyShaderEditor.ColorNode;149;-638.7375,-1179.101;Inherit;False;Property;_CloudShadowColor;CloudShadowColor;8;0;Create;True;0;0;0;False;0;False;1,1,1,0;0.8254718,0.8981918,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.FogAndAmbientColorsNode;60;-341.3394,-268.9951;Inherit;False;unity_FogColor;0;1;COLOR;0
|
|
|
|
|
Node;AmplifyShaderEditor.ColorNode;163;-643.2429,-959.0293;Inherit;False;Property;_CloudLightColor;CloudLightColor;7;0;Create;True;0;0;0;False;0;False;1,1,1,0;1,1,1,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.Vector2Node;152;-1195.232,-1049.871;Inherit;False;Property;_LightDir;LightDir;6;0;Create;True;0;0;0;False;0;False;0,0;-200,200;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
|
|
|
|
Node;AmplifyShaderEditor.LerpOp;155;-107.9547,-955.6703;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
|
|
|
Node;AmplifyShaderEditor.Vector4Node;124;-1213.772,-617.4656;Inherit;False;Property;_SpeedDirB;SpeedDirB;5;0;Create;True;0;0;0;False;0;False;0,0,0,0;-0.2,0.3,0.1,-0.2;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.PowerNode;33;-414.3558,130.5137;Inherit;False;True;2;0;FLOAT;0;False;1;FLOAT;1.5;False;1;FLOAT;0
|
|
|
|
|
Node;AmplifyShaderEditor.TexCoordVertexDataNode;20;-873.108,81.8872;Inherit;False;0;2;0;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
|
|
|
|
|
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;34;-255.6502,130.5137;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;5;False;1;FLOAT;0
|
|
|
|
|
Node;AmplifyShaderEditor.SaturateNode;35;-129.1147,139.0924;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
|
|
|
Node;AmplifyShaderEditor.LerpOp;19;-4.856602,-351.1009;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
|
|
|
Node;AmplifyShaderEditor.OneMinusNode;26;-678.1083,129.887;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
|
|
|
|
|
Node;AmplifyShaderEditor.LerpOp;162;-365.2429,-932.0293;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
|
|
|
|
|
Node;AmplifyShaderEditor.Vector2Node;128;-1158.121,-923.8568;Inherit;False;Property;_Step;Step;2;0;Create;True;0;0;0;False;0;False;0,0;0.5,2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
|
|
|
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;3;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;True;False;False;False;False;0;False;-1;False;False;False;False;True;1;False;-1;False;False;True;1;LightMode=DepthOnly;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
|
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;4;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;False;True;2;False;-1;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
|
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;2;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;False;False;False;False;False;False;False;False;True;0;False;-1;False;False;False;False;False;False;True;1;False;-1;True;3;False;-1;False;True;1;LightMode=ShadowCaster;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
|
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;0;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;True;0;False;-1;True;0;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;0;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;True;0;False;-1;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;0;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
|
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1;542.8237,-405.8393;Float;False;True;-1;2;UnityEditor.ShaderGraph.PBRMasterGUI;0;3;Sky;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;True;0;False;-1;True;1;False;-1;False;False;False;False;False;False;False;False;True;3;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;True;0;0;True;1;1;False;-1;0;False;-1;1;1;False;-1;0;False;-1;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;-1;False;False;False;True;False;255;False;-1;255;False;-1;255;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;7;False;-1;1;False;-1;1;False;-1;1;False;-1;True;1;False;-1;True;3;False;-1;True;True;0;False;-1;0;False;-1;True;1;LightMode=UniversalForward;False;0;Hidden/InternalErrorShader;0;0;Standard;22;Surface;0; Blend;0;Two Sided;2;Cast Shadows;0; Use Shadow Threshold;0;Receive Shadows;0;GPU Instancing;1;LOD CrossFade;0;Built-in Fog;0;DOTS Instancing;0;Meta Pass;0;Extra Pre Pass;0;Tessellation;0; Phong;0; Strength;0.5,False,-1; Type;0; Tess;16,False,-1; Min;10,False,-1; Max;25,False,-1; Edge Length;16,False,-1; Max Displacement;25,False,-1;Vertex Position,InvertActionOnDeselection;1;0;5;False;True;False;True;False;False;;False;0
|
|
|
|
|
WireConnection;178;197;167;0
|
|
|
|
|
WireConnection;178;154;128;0
|
|
|
|
|
WireConnection;178;90;95;0
|
|
|
|
|
WireConnection;178;134;124;0
|
|
|
|
|
WireConnection;178;122;116;0
|
|
|
|
|
WireConnection;72;0;19;0
|
|
|
|
|
WireConnection;72;1;75;0
|
|
|
|
|
WireConnection;167;0;152;0
|
|
|
|
|
WireConnection;155;0;148;0
|
|
|
|
|
WireConnection;155;1;162;0
|
|
|
|
|
WireConnection;155;2;178;0
|
|
|
|
|
WireConnection;33;0;26;0
|
|
|
|
|
WireConnection;33;1;67;1
|
|
|
|
|
WireConnection;34;0;33;0
|
|
|
|
|
WireConnection;34;1;67;2
|
|
|
|
|
WireConnection;35;0;34;0
|
|
|
|
|
WireConnection;19;0;155;0
|
|
|
|
|
WireConnection;19;1;60;0
|
|
|
|
|
WireConnection;19;2;35;0
|
|
|
|
|
WireConnection;26;0;20;2
|
|
|
|
|
WireConnection;162;0;149;0
|
|
|
|
|
WireConnection;162;1;163;0
|
|
|
|
|
WireConnection;162;2;178;193
|
|
|
|
|
WireConnection;1;2;72;0
|
|
|
|
|
ASEEND*/
|
|
|
|
|
//CHKSM=F8E70F4FBCC5DD057A75EC5C1E1E7C05FB784A1C
|