This commit is contained in:
2025-11-14 18:44:06 +08:00
parent 10156da245
commit 22e867d077
7013 changed files with 2572882 additions and 1804 deletions

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v1.0.1
Highlights
* Updated all shaders per ASE v1.9.9.4
* Added official support for Unity 6.1 and 6.2
Changes
* Changed shader import message show up only when shader package is imported
* Deprecated current "Impostors/Lit" template to "Impostors/Lit (Deprecated)"
* Added a new "Impostors/Lit" template, based on ASE "Built-In/Lit"
* Renamed 17x packages to 17.0
Fixes
* Fixed baking on Linux (GLCore)
* Fixed Start Screen interfering with Unity batch mode
* Fixed Start Screen throwing JSON related errors
* Fixed depth flicker for spherical forward-only shader in deferred mode
* Fixed hardcoded _Parallax property
* Fixed impostors triggering texture reimports across the project (#15)
* Fixed Amplify Impostor component "References" field empty in 2023.1+ (#22)
* Fixed Readme minimum requirements to Unity 2021.3 LTS (#80)
* Fixed bug causing empty billboard mesh on macOS (#81)
* Fixed directional light with certain angles breaking impostor shadows in BiRP (#85)
* Fixed Specular/Normal default values swapped in Scripts/Preferences.cs (#86)
v1.0.0
Highlights
* New minimum requirements now Unity 2021.3 LTS
* New default bake preset splits Emission and Occlusion textures
* New optional BakePreset output texture for Position (default off)
* New Pack Position SF for custom baking shaders
* New Forward Bias shader slider to help with shadow artifacts
* New support for custom/non-standard HDRP and URP shaders
* Increased max axis frames from 32 to 64
* Optimized shader variants added to exclude unused texture sampling
Changes
* Clip neighbour frames option to BiRP Octa shader
* HelpURL added for AmplifyImpostor component and asset
* ASE Amplify Impostor node now compatible with ASE templates
* ASE Impostor category now "Amplify Impostor Runtime"
* ASE data packing SF category now "Amplify Impostor Baking"
* Sample material textures optimized for storage size
* Sample packages reorganized to reduce waste and improve iteration
* Default bake preset now uses HQ compression for RGBA textures
* Removed support for URP/HDRP 10x and 11x
* Removed URP/HDRP-specific bake shaders and presets
* Removed unused ASE shader functions
Fixes
* Fixed impostor node World Pos output in HDRP
* Fixed HDRP baking across versions
* Fixed shadow issues in Forward mode in both HDRP and URP (12x to 17x)
* Fixed compile errors when building
* Fixed Motion Vectors in HDRP
* Fixed impostor picking and selection in both URP and HDRP
* Fixed ASE Impostor node not warning about unsupported surface shaders
* Fixed impostor flickering with Unity 6 + HDRP (#70)
* Fixed build fail Impostor HDRP 6000.0.22 (#62)
* Fixed Motion Vector passes not updated for AI templates (#60)
* Fixed URP 14x Depth Priming Mode - Artifacts (#59)
* Fixed DOTS Instancing Use shader model 4.5 (#56)
* Fixed URP Lit 14x detail map is resulting in dark impostors (#55)
* Fixed support for SRP 17+ / Unity 6000.0.9+ (#54)
* Fixed bug with DepthNormalsOnly shader code generation (#49)
* Fixed "Pack Normal Depth" node to work with latest ASE
* Fixed exception being thrown when component is removed from GO
v0.9.9.5
Highlights
* Updated ASE template and samples to support Unity 6000.0.14+ (URP 17)
Fixes
* Fixed URP Lit missing detail map sometimes baking dark impostors (#55)
v0.9.9.4
Highlights
* Preview support for Unity 6
* Added SRP support for Unity 2023.2 and 2023.3 (#39)
Fixes
* Fixed depth Priming Regression in URP 12+ (#37)
* Refactored ASE templates and node (#33)
* Fixed vector truncation related shader warnings caused by AI Node
* Fixed baking template shader in URP 10x to 17x
* Fixed node throwing errors when used inside a Shader Function
* Fixed BiRP template and related sections of node causing errors
Changes
* Hidden extra passes in impostors BiRP Lit template
v0.9.9.3
Changes
* Corrected version info
v0.9.9.2
Changes
* Updated samples to ASE v1.9.2.1
v0.9.9.1
Fixes
* Fixed impostors editor scripts throwing errors when building player
* Fixed HDRP impostor rotation issues when far from origin
* Fixed Motion Vector pass in HDRP Custom Baking sample runtime shader
* Fixed Motion Vector pass in HDRP impostor ASE template
* Fixed baked shadow mask artifacts, currently unsupported
Changes
* Added Motion Vector support to URP 16x
v0.9.9
Highlights
* Added auto-importer for SRP compatible shaders
* Added Start Screen to help with Sample installation
* Added support for Unity 2023.2 and URP/HDRP 16x
Fixes
* Fixed crashes on Mac
v0.9.8.5
Fixes
* Fixed broken references in URP and HDRP samples
v0.9.8.4
Highlights
* Improved support for URP/HDRP 10x 12x 14x
* Updated samples across all SRPs
* Added support for Unity 2023 and URP/HDRP 15x
* Added support for Quest/VR
Fixes
* Fixed URP/Lit detail inputs not baking properly on all URP versions
* Fixed black pixels when DBuffer is active
* Fixed OUTPUT_SH4 errors on URP 15x
* Fixed light layers broken in HDRP 15x
* Fixed DepthNormals depth offset patch in SRP 14+
Changes
* Added AI_SKIP_ALPHA_CLIP to skip forced alpha test
* Added LOD crossfade support to URP 10x and 12x
v0.9.8.3
Fixes
* Fixed AmplifyImpostorNode errors during build
v0.9.8.2
Fixes
* Fixed multi-second delay selecting BiRP impostors when URP/HDRP packages are missing
* Fixed URP depth primming, depth normals and deferred passes
* Fixed HDRP subsurface scattering and transmission port issues
Changes
* Added Transmission and Translucency to BiRP and URP ASE templates
v0.9.8.1
Fixes
* Fixed unity version upgrade and deferred rendering issues in URP templates for ASE
* Fixed shadow issues in AmplifyImpostors.cginc
* Fixed Amplify Impostor Node shadows in URP 12x and 14x
* Fixed Amplify Impostor Node WorldPos output
Changes
* Added Transmission and Translucency to BiRP+URP ASE templates
* Updated BiRP Lit template
* Updated URP and HDRP packages
v0.9.8
Highlights
* Added support for SRP 14
* Added support for SRP 12
* Added support for Forward+ in URP 14
* Improved support for SRP 10+ package (10xx to 11xx)
* Updated SRP samples to work with all SRP versions
* Updated minimum Unity version to 2019.4.31f1
Fixes
* Fixed HDRP material check
* Fixed SRP version detection
* Fixed worldPos not RWS in HDRP
* Fixed Amplify Impostor Node to apply normal correction
Changes
* Changed "Preferences/Impostors" to "Preferences/Amplify Impostors"
* Moved and renamed packages for consistency
* Updated URP and HDRP presets
* Removed Pipeline option from Bake Preset
* Unpacked "Universal Surface Output" shader function
* Removed all references to Lightweight RP
* Removed all packages for URP/HDRP below 10x
v0.9.7 rev014
* Fixes:
* Fixed script compilation error with ASE v1.9.1
* Raised minimum Unity support to 2019.4 LTS
v0.9.7 rev013
* Fixes:
* Fixed issue on editor code trying to be incorrectly added to builds
v0.9.7 rev012
* Fixes:
* Fixed shadow flickering issue on BiRP runtime template
* Fixed LOD Cross Fade issue on HDRP runtime template
* Fixed issue with constant color gamma operations on HDRP runtime template
* Improvements:
* Added assembly definition files
v0.9.7 rev011
* Fixes:
* Fixed compilation errors on some variants over runtime octahedron, spherical and template on HDRP10
v0.9.7 rev010
* Fixes:
* Fixed issue with cascade shadows on URP Runtime template
v0.9.7 rev009
* Improvements:
* Adding Alpha Clip Threshold port to Builtin Runtime template similar to URP
* Fixes:
* Fixed issue on null pointer exception when creating an HDRP impostor from a newly created impostor asset
* Fixed issue on accessing inexisting property when baking with a custom HDRP runtime shader
* Fixed World Normal port usage over HDRP Lit templates
v0.9.7 rev008
* Improvements:
* 'Amplify Impostor' node generated properties can now match naming from native Impostors shaders via new Match Native Property Names
* Allow swapping between custom and native impostor runtime shaders over material without losing property values
* Setting HDRP minimum version to 6.9 and dropping down dependency to AmplifyImpostorsConfig lib over its custom bake template
* Fixes:
* Fixed compilation error on metallic workflow over HDRP custom runtime shader
* Fixed issue with internal calculated world pos over HDRP custom runtime shader
v0.9.7 rev007
* Fixes:
* Fixed build creation failing when Amplify Impostors is in project due to usage of editor only variables on runtime script
v0.9.7 rev006
* Improvements:
* Updated HDRP package to be compatible with HDRP 10
* Previous HDRP versions now placed over:
* AmplifyImpostors > Plugins > EditorResources > RenderPipelinePackages > Legacy > ImpostorsHDRP 9xx (Legacy) package
v0.9.7 rev005
* Improvements:
* Added Sampler State input port into 'Amplify Impostor' node to be able to share a common sampler state between all Extra Samplers
* Fixes:
* Fixed issue on 'Amplify Impostor' node using in-existent sampler states on Extra Samplers when Using Sampling Macros options is turned on
v0.9.7 rev004
* Improvements:
* Adapted internal 'Texture Object' instances from 'Amplify Impostor' node to new Force Sampling Macros Gen flag
v0.9.7 rev003
* Fixes:
* Fixed multiple issues regarding texture sampling code generated by the 'Amplify Impostor' node both over Built-in and SRP pipelines
v0.9.7 rev002
* Fixes:
* Fixed issue with URP either losing property data or not setting some values correctly in the material
* Fixed issue where creating impostors from scratch would return an null error in HDRP
v0.9.7 rev001
* Improvements:
* Added support for HDRP 7.2.X and up (re-baking may be needed in some cases)
* Added RLE compression to TGA for smaller file sizes
* Fixes:
* Fixed issue with images saved being broken while using TGA format
* Fixed issue prevent save due to missing files
* Fixed issue with motion vectors in older versions of HDRP
v0.9.7
* Improvements:
* Added support to the remaining material types of HDRP (Anisotropy, Iridescence, Translucent)
* You can now bake more than one material type to the same impostor in HDRP (ie: bark being Standard and leaves being Translucent)
* Now bake progress windows displays the current stage of the baking process
* Added EXR file format support
* Improved impostors code to make sure it can exit early if not being rendered
* Fixes:
* Fixed issue with impostors failing to compile with MSAA turned ON in HDRP
* Fixed issue with mismatch LOD crossfade effect in more recent HDRP versions
* Fixed issue with motion vectors not rendering correcly in HDRP and breaking Indirect Instancing
* Fixed issue with instancing in one of the shader passes for HDRP
* Fixed issue with impostors not compiling in PS4
v0.9.6 rev003
* Improvements:
* Added support for Universal Rendering Pipeline (URP)
* Now standard HDRP shaders use the deferred buffer to render impostors, this should make it more stable overall and allow for future support for non-standard shaders, currently supports
* Standard
* Standard Specular
* Subsurface Scattering
* Added parallax effect to spherical impostors with material configuration
v0.9.6 rev002
* Fixes:
* Fixed issue detecting and using the correct version for SRP v5.7.2 and v6.9.0 that was causing issues with baking and rendering
v0.9.6 rev001
* Fixes:
* Fixed issue with standard shaders not compiling "_ShadowCoord" correctly in certain conditions in Unity 2017
v0.9.6
* Improvements:
* Added support for unity 2019.2 and SRP 6.XX
* SRP version now properly supports the SRP batcher
* Fixes:
* Fixed issue with SRP version 5.7.2 that was not compiling properly, now even if shaders show errors they will get recompiled on first bake to the correct SRP version in use
v0.9.5 rev005
* Fixes:
* Fixed issue with not detecting prefabs correctly on first bake
* Fixed issue with depth sphere impostors when parent object was scaled
v0.9.5 rev004
* Fixes:
* Fixed issue where some transform settings were not being respected thus baking the impostor in weird ways
v0.9.5 rev003
* Fixes:
* Fixed issue with baking shader in HDRP 5.X in unity 2019.1 that was causing empty bakes
v0.9.5 rev002
* Fixes:
* Fixed issue that was preventing proper detection of SRP in 2019.1 and producing pink impostors on bake
* Fixed issue with specularity not being properly set in LWRP in recent SRP versions
v0.9.5 rev001
* Fixes:
* Fixed various compatibility issues with unity 2019.1
* Fixed issue with _LightCoord error when compiling shaders in some platforms
* Wrapped ShaderGraph support to only work with 2018 as a temporary solution for access errors in 2019.1
v0.9.5
* Improvements:
* Improved bounds detection and rendering algorithm which better uses the texture space available (up to 20% resolution increase in some cases)
* Added support for baking impostors with Unity's Shader Graph which should facilitate baking special shader created with Shader Graph
* New UI for renderer list (should look and work almost the same as the one found in LOD Group component)
* Custom baking and rendering of shaders now support the baking of lightmaps through ASE
* Added alpha to coverage option in the default impostor material
* Each render pipeline now has it's own bake template preset which should be aware of possible differences between the 3 pipelines
* Added compatibility with Unity 2019.1
* Fixes:
* Fixed issue with shadow bias not being taken into account in all situations
* Baker now respects renderers material block fully which should eliminate various potential issues regarding correct matching between real object and baked one
* Added missing pass to Spherical HRDP
* Fixed instancing in HRDP which was broken in various places and causing rendering issues
* Various minor code fixes and warning removals
v0.9.4 rev001
* Fixes:
* Fixed issue with shadow casting that was causing flickering in some specific occasions
v0.9.4
* Improvements:
* Added simple samples for both HD and LW rendering pipelines
* Changed runtime ASE templates to be easier to use with more rendering options when doing custom baking (HDRP custom baking should now be on par with standard HDRP)
* Fixes:
* Fixed various issues that prevented HDRP custom baking template to compile and render properly
* Fixed issue with instancing not working correctly in HDRP due to camera relative rendering feature
* Fixed issue with LWRP that was causing an early cut of the impostor shadows due to shadow bias option
* Fixed issue where baking a LOD Group impostor with no LOD defined would crash the baker, now creates an empty impostor instead
* HDRP shaders no longer show warnings when selected
v0.9.3
* Improvements:
* Added support for both LWRP and HDRP including custom baking support through ASE (different packages for each to prevent shader compile errors)
* Standard HDRP impostors only support the Standard and Standard Specular material types for now, more advance maps like Anisotropy, Subsurface Scattering or Iridescence are supported but only with a custom map baking.
* Lots of shader code was recreated and refactored providing various small performance optimizations
* Frame clipping should now prevent neighbor frames completely (before it was still showing some few artifacts)
* Bounds are now calculated from the mesh and not from the renderer which should make bounds more tight and compliant with LOD groups
* Material has a new property called 'Shadow View' which allows further adjustments to shadows in cases where self-shadowing generates too many artifacts depending on the view
* Fixes:
* Fixed issue with namespace conflicts with other plugins
* Fixed support for Unity 2018.3 that was causing baking white impostors
* Fixed issue where impostors would progressively face a different direction when in orthographic viewPos
* Fixed issue where auto generated mesh was not being generated on first bake and in other specific occasions
* Fixed issue where LOD impostor had huge bounds when original object was scaling the LOD group instead of the LOD object
* Fixed issue where LOD impostor had different depth from original LOD group object
* Fixed issue with insert mode "insert after" that was create an impostor with "pink shader" in some situations
v0.9.2 rev002
* Improvements:
* Added support for clipping frames to the Amplify Impostor node
v0.9.2 rev001
* Fixes:
* Both worldPos and viewPos ports of the Impostor node now work correctly in both vertex and fragment outputs
v0.9.1
* Fixes:
* Fixed issue where custom baking would fail because of broken overrides
* Overrides now setup the initial value of each individual field properly
* Improvements:
* Baker now ignores disabled renderers and renderers that are marked as "shadows only"
* Other small changes and improvements
v0.9.0
* Improvements:
* Added support for Custom Map Baking when generating impostors with both a custom bake shader and a custom runtime shader
* Added "Baking Presets" that allows per output customization, each output can be overridden and has the following fields:
* File output toggle
* Name Suffix
* Texture relative Scale
* Texture color space
* Texture channels
* Texture import compression quality
* File save format (PNG and TGA)
* New sample with custom baking in which the final impostors share the dynamic colors from the original object
* Added TGA saving file format which greatly reduces saving time when baking (only uncompressed format for now so keep in mind disk space)
* Various others smaller improvements to speed up the baking and saving times
* ASE impostor node now allows the use of custom maps
* Added progress bar when baking
* Mesh billboard editor tool now doesn't automatically updates the image and instead displays a update button, this should prevent some UI hangs when editing some fields
* Added metallic template and metallic workflow option to impostor node for custom impostor rendering
* Fixes:
* Fixed errors when baking an object with a corrupt mesh
* Fixed issue where on first bake renderers would fail to automatically set if there was only one LOD
* Fixed issue with a built-in shader value not being set properly when baking (should fix parallax UBER shader baking)
* Some small UI and default options fixes
* Baker no longer forces a rename on the impostor object or texture files
v0.8.4
* Fixes:
* Fixed disappearing impostor when looked at from below it's local axis
* Fixed issue which would import the same texture twice in rare occasions
* Fixed compile issue when upgrading to 2018.2 and then downgrading to a different version
* Improvements:
* Added experimental option to the cginc file that clips neighbor frames to remove rare artifacts
* Added normal compression option which allows to change texture compression quality at import
* Added tooltips to every field in the inspector
* Updated Impostor Node with the latest changes and fixes
v0.8.3
* Fixes:
* Fixed issue with spot/point lights not casting shadows properly
* Fixed issue where the emission texture would randomly bake a white texture
* Fixed issue of albedo texture becoming darker when project was in gamma space
* Improvements:
* Baker no longer changes the read/write option of texture importer
* Emission and Specular textures now default to black when not present
v0.8.2
* Fixes:
* Fixed shader compilation errors on Android (gles3)
v0.8.1
* Fixes:
* Fixed Unity Editor tools related script errors
* Improvements:
* Added support for creation of Impostor shaders through Amplify Shader Editor (wip)
v0.8.0
* Initial Release

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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Impostors/Examples/ColorByPosition"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_Mask("Mask", 2D) = "white" {}
_AmbientOcclusion("Ambient Occlusion", 2D) = "white" {}
_SpecularSmoothness("Specular Smoothness", 2D) = "white" {}
_Normal("Normal", 2D) = "bump" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#pragma target 3.0
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows
struct Input
{
float2 uv_texcoord;
float4 vertexColor : COLOR;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform sampler2D _AmbientOcclusion;
uniform float4 _AmbientOcclusion_ST;
uniform sampler2D _SpecularSmoothness;
uniform float4 _SpecularSmoothness_ST;
uniform sampler2D _Mask;
uniform float4 _Mask_ST;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_AmbientOcclusion = i.uv_texcoord * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
float occlusion97 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
float2 uv_SpecularSmoothness = i.uv_texcoord * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
float4 tex2DNode49 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
float specular101 = ( tex2DNode49.a * 0.5 );
float2 uv_Mask = i.uv_texcoord * _Mask_ST.xy + _Mask_ST.zw;
float smoothstepResult52 = smoothstep( 0.35 , -0.15 , ( ( 1.0 - ( occlusion97 * saturate( (i.vertexColor.r*0.6 + 0.79) ) ) ) + specular101 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
float paintMask83 = smoothstepResult52;
float3 lerpResult63 = lerp( UnpackNormal( tex2D( _Normal, uv_Normal ) ) , float3(0,0,1) , ( paintMask83 * occlusion97 ));
o.Normal = lerpResult63;
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float4 transform30 = mul(unity_ObjectToWorld,float4( 0,0,0,1 ));
float3 hsvTorgb44 = HSVToRGB( float3(abs( sin( ( transform30.x + transform30.z ) ) ),1.0,1.0) );
float4 lerpResult59 = lerp( tex2D( _MainTex, uv_MainTex ) , float4( ( paintMask83 * hsvTorgb44 ) , 0.0 ) , paintMask83);
o.Albedo = lerpResult59.rgb;
float smoothness117 = tex2DNode49.a;
float2 appendResult111 = (float2(specular101 , smoothness117));
float2 appendResult108 = (float2(0.1 , 0.8));
float2 lerpResult68 = lerp( appendResult111 , appendResult108 , paintMask83);
float2 break119 = lerpResult68;
float3 temp_cast_2 = (break119).xxx;
o.Specular = temp_cast_2;
o.Smoothness = break119.y;
o.Occlusion = occlusion97;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Impostors/Examples/StandardCrossfade"
{
Properties
{
_MainTex("MainTex", 2D) = "white" {}
_ColorTint("Color Tint", Color) = (0,0,0,0)
[NoScaleOffset]_Normal("Normal", 2D) = "bump" {}
[NoScaleOffset]_Occlusion("Occlusion", 2D) = "white" {}
_OcclusionAmount("Occlusion Amount", Range( 0 , 1)) = 1
[NoScaleOffset]_SpecularSmoothness("Specular & Smoothness", 2D) = "white" {}
_SpecSmoothTint("Spec Smooth Tint", Color) = (0.5019608,0.5019608,0.5019608,0.1176471)
_DetailAlbedo("Detail Albedo", 2D) = "white" {}
[NoScaleOffset]_DetailMask("Detail Mask", 2D) = "white" {}
[NoScaleOffset]_DetailNormal("Detail Normal", 2D) = "bump" {}
[Toggle(_USEDETAILMAPS_ON)] _UseDetailMaps("Use Detail Maps", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" }
Cull Back
CGPROGRAM
#include "UnityStandardUtils.cginc"
#pragma target 3.0
#pragma multi_compile_instancing
#pragma shader_feature _USEDETAILMAPS_ON
#pragma surface surf StandardSpecular keepalpha addshadow fullforwardshadows dithercrossfade
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Normal;
uniform sampler2D _MainTex;
uniform float4 _MainTex_ST;
uniform sampler2D _DetailNormal;
uniform sampler2D _DetailAlbedo;
uniform float4 _DetailAlbedo_ST;
uniform sampler2D _DetailMask;
uniform float4 _ColorTint;
uniform sampler2D _SpecularSmoothness;
uniform float4 _SpecSmoothTint;
uniform sampler2D _Occlusion;
uniform float _OcclusionAmount;
float3 AddDetail( float3 b , float t )
{
half oneMinusT = 1 - t;
return half3(oneMinusT, oneMinusT, oneMinusT) + b * unity_ColorSpaceDouble.rgb * t;
}
void surf( Input i , inout SurfaceOutputStandardSpecular o )
{
float2 uv_MainTex = i.uv_texcoord * _MainTex_ST.xy + _MainTex_ST.zw;
float3 tex2DNode6 = UnpackNormal( tex2D( _Normal, uv_MainTex ) );
float2 uv_DetailAlbedo = i.uv_texcoord * _DetailAlbedo_ST.xy + _DetailAlbedo_ST.zw;
float4 tex2DNode15 = tex2D( _DetailMask, uv_MainTex );
float3 lerpResult20 = lerp( tex2DNode6 , BlendNormals( UnpackNormal( tex2D( _DetailNormal, uv_DetailAlbedo ) ) , tex2DNode6 ) , tex2DNode15.r);
#ifdef _USEDETAILMAPS_ON
float3 staticSwitch29 = lerpResult20;
#else
float3 staticSwitch29 = tex2DNode6;
#endif
o.Normal = staticSwitch29;
float4 temp_output_31_0 = ( _ColorTint * tex2D( _MainTex, uv_MainTex ) );
float3 b13 = tex2D( _DetailAlbedo, uv_DetailAlbedo ).rgb;
float t13 = tex2DNode15.r;
float3 localAddDetail13 = AddDetail( b13 , t13 );
#ifdef _USEDETAILMAPS_ON
float4 staticSwitch30 = ( temp_output_31_0 * float4( localAddDetail13 , 0.0 ) );
#else
float4 staticSwitch30 = temp_output_31_0;
#endif
o.Albedo = staticSwitch30.rgb;
float4 temp_output_26_0 = ( tex2D( _SpecularSmoothness, uv_MainTex ) * _SpecSmoothTint );
o.Specular = temp_output_26_0.rgb;
o.Smoothness = (temp_output_26_0).a;
o.Occlusion = ( 1.0 - ( ( 1.0 - tex2D( _Occlusion, uv_MainTex ).r ) * _OcclusionAmount ) );
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
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using UnityEngine;
using System.Collections;
public class ExtendedFlycam : MonoBehaviour
{
/*
EXTENDED FLYCAM
Desi Quintans (CowfaceGames.com), 17 August 2012.
Based on FlyThrough.js by Slin (http://wiki.unity3d.com/index.php/FlyThrough), 17 May 2011.
LICENSE
Free as in speech, and free as in beer.
FEATURES
WASD/Arrows: Movement
Q: Climb
E: Drop
Shift: Move faster
Control: Move slower
End: Toggle cursor locking to screen (you can also press Ctrl+P to toggle play mode on and off).
*/
public float cameraSensitivity = 90;
public float climbSpeed = 4;
public float normalMoveSpeed = 10;
public float slowMoveFactor = 0.25f;
public float fastMoveFactor = 3;
private float rotationX = 0.0f;
private float rotationY = 0.0f;
void Start()
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
//Screen.lockCursor = true;
}
void Update()
{
if( Cursor.lockState != CursorLockMode.None )
{
rotationX += Input.GetAxis( "Mouse X" ) * cameraSensitivity * Time.deltaTime;
rotationY += Input.GetAxis( "Mouse Y" ) * cameraSensitivity * Time.deltaTime;
}
rotationY = Mathf.Clamp( rotationY, -90, 90 );
Quaternion temp = Quaternion.AngleAxis( rotationX, Vector3.up );
temp *= Quaternion.AngleAxis( rotationY, Vector3.left );
transform.localRotation = Quaternion.Lerp( transform.localRotation, temp, Time.deltaTime * 5);
//transform.localRotation = Quaternion.AngleAxis( rotationX, Vector3.up );
//transform.localRotation *= Quaternion.AngleAxis( rotationY, Vector3.left );
if( Input.GetKey( KeyCode.LeftShift ) || Input.GetKey( KeyCode.RightShift ) )
{
transform.position += transform.forward * ( normalMoveSpeed * fastMoveFactor ) * Input.GetAxis( "Vertical" ) * Time.deltaTime;
transform.position += transform.right * ( normalMoveSpeed * fastMoveFactor ) * Input.GetAxis( "Horizontal" ) * Time.deltaTime;
if( Input.GetKey( KeyCode.Q ) ) { transform.position += Vector3.up * climbSpeed * fastMoveFactor * Time.deltaTime; }
if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * fastMoveFactor * Time.deltaTime; }
}
else if( Input.GetKey( KeyCode.LeftControl ) || Input.GetKey( KeyCode.RightControl ) )
{
transform.position += transform.forward * ( normalMoveSpeed * slowMoveFactor ) * Input.GetAxis( "Vertical" ) * Time.deltaTime;
transform.position += transform.right * ( normalMoveSpeed * slowMoveFactor ) * Input.GetAxis( "Horizontal" ) * Time.deltaTime;
if( Input.GetKey( KeyCode.Q ) ) { transform.position += Vector3.up * climbSpeed * slowMoveFactor * Time.deltaTime; }
if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * slowMoveFactor * Time.deltaTime; }
}
else
{
transform.position += transform.forward * normalMoveSpeed * Input.GetAxis( "Vertical" ) * Time.deltaTime;
transform.position += transform.right * normalMoveSpeed * Input.GetAxis( "Horizontal" ) * Time.deltaTime;
if( Input.GetKey( KeyCode.Q ) ) { transform.position += Vector3.up * climbSpeed * Time.deltaTime; }
if( Input.GetKey( KeyCode.E ) ) { transform.position -= Vector3.up * climbSpeed * Time.deltaTime; }
}
if( Input.GetKeyDown( KeyCode.End ) || Input.GetKeyDown( KeyCode.Escape ) )
{
if( Cursor.lockState == CursorLockMode.None )
{
Cursor.lockState = CursorLockMode.Locked;
Cursor.visible = false;
} else
{
Cursor.lockState = CursorLockMode.None;
Cursor.visible = true;
}
//Cursor.lockState = ( Cursor.lockState == CursorLockMode.Locked ) ? CursorLockMode.None : CursorLockMode.Locked;
//Screen.lockCursor = ( Screen.lockCursor == false ) ? true : false;
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ForestMaker : MonoBehaviour
{
public GameObject m_treePrefab;
public int m_amount;
public GameObject m_ground;
public float m_radiusDistance;
void Start()
{
if( m_treePrefab == null )
return;
m_ground.transform.localScale = new Vector3( m_amount * 10, 1, m_amount * 5 * 1.866f);
for( int i = -m_amount / 2; i <= m_amount / 2; i++ )
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newPos.z = ( j ) * 1.866f * m_radiusDistance;
newGo.transform.position = newPos;
float size = Random.Range( 1f, 1.5f );
newGo.transform.localScale = Vector3.one * size;
newGo.transform.Rotate( Random.Range( -10f, 10f ), Random.Range( -180f, 180f ), Random.Range( -10f, 10f ) );
}
}
}
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Samples contained at the 'SamplesHDRP.unitypackage' and 'SamplesLWRP.unitypackage' were created under the HD and LW SRP v4.9.0.
Before unpacking these samples, their respective baking and runtime shaders must be imported. You can find these at AmplifyImpostors > Plugins > EditorResources > RenderPipelinePackages

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How to Install Samples
Samples are provided by pipeline. To import the samples please use the "Start Screen" to do so instead of
unpacking manually, this will ensure that they are imported correctly:
Go to Windows > Amplify Impostors > Start Screen and under "Samples" select the ones you wish to import.
Do be aware that importing any SRP samples requires to first install the respective pipeline using the
package manager.

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// Made with Amplify Shader Editor v1.9.9.4
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Hidden/Baking Barrels"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
_BaseColorMap( "Base Color Map", 2D ) = "white" {}
_Mask( "Mask", 2D ) = "white" {}
_AmbientOcclusion( "Ambient Occlusion", 2D ) = "white" {}
_SpecularSmoothness( "Specular Smoothness", 2D ) = "white" {}
_Normal( "Normal", 2D ) = "bump" {}
_paintSpecular( "paintSpecular", Float ) = 0.1
_paintSmoothness( "paintSmoothness", Float ) = 0.8
[HideInInspector] _texcoord( "", 2D ) = "white" {}
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" }
Cull Back
HLSLINCLUDE
#pragma target 3.0
ENDHLSL
Pass
{
Tags { "LightMode"="UniversalForward" }
Name "Base"
Blend One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define ASE_VERSION 19904
#define ASE_SRP_VERSION 140012
// Required to compile gles 2.0 with standard srp library
#pragma prefer_hlslcc gles
// -------------------------------------
// Lightweight Pipeline keywords
#pragma shader_feature _SAMPLE_GI
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fog
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma vertex vert
#pragma fragment frag
#define ASE_NEEDS_TEXTURE_COORDINATES0
#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
#define ASE_NEEDS_VERT_NORMAL
// Lighting include is needed because of GI
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
sampler2D _BaseColorMap;
sampler2D _Normal;
sampler2D _AmbientOcclusion;
sampler2D _SpecularSmoothness;
sampler2D _Mask;
CBUFFER_START( UnityPerMaterial )
float4 _BaseColorMap_ST;
float4 _Normal_ST;
float4 _AmbientOcclusion_ST;
float4 _SpecularSmoothness_ST;
float4 _Mask_ST;
float _paintSpecular;
float _paintSmoothness;
CBUFFER_END
struct GraphVertexInput
{
float4 vertex : POSITION;
float4 ase_normal : NORMAL;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_tangent : TANGENT;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct GraphVertexOutput
{
float4 position : POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_color : COLOR;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
GraphVertexOutput vert (GraphVertexInput v)
{
GraphVertexOutput o = (GraphVertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_tangentWS = TransformObjectToWorldDir( v.ase_tangent.xyz );
o.ase_texcoord1.xyz = ase_tangentWS;
float3 ase_normalWS = TransformObjectToWorldNormal( v.ase_normal.xyz );
o.ase_texcoord2.xyz = ase_normalWS;
float ase_tangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
o.ase_texcoord3.xyz = ase_bitangentWS;
float4 ase_positionCS = TransformObjectToHClip( ( v.vertex ).xyz );
float4 screenPos = ComputeScreenPos( ase_positionCS );
o.ase_texcoord4 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
o.ase_color = v.ase_color;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord.zw = 0;
o.ase_texcoord1.w = 0;
o.ase_texcoord2.w = 0;
o.ase_texcoord3.w = 0;
v.vertex.xyz += float3( 0, 0, 0 ) ;
o.position = TransformObjectToHClip(v.vertex.xyz);
return o;
}
void frag( GraphVertexOutput IN ,
out half4 outGBuffer0 : SV_Target0,
out half4 outGBuffer1 : SV_Target1,
out half4 outGBuffer2 : SV_Target2,
out half4 outGBuffer3 : SV_Target3,
out half4 outGBuffer4 : SV_Target4,
out half4 outGBuffer5 : SV_Target5,
out half4 outGBuffer6 : SV_Target6,
out half4 outGBuffer7 : SV_Target7,
out float outDepth : SV_Depth
)
{
UNITY_SETUP_INSTANCE_ID( IN );
float2 uv_BaseColorMap = IN.ase_texcoord.xy * _BaseColorMap_ST.xy + _BaseColorMap_ST.zw;
float4 tex2DNode179 = tex2D( _BaseColorMap, uv_BaseColorMap );
float4 appendResult188 = (float4(tex2DNode179.rgb , 1.0));
float2 uv_Normal = IN.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
float2 uv_AmbientOcclusion = IN.ase_texcoord.xy * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
float occlusion146 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
float2 uv_SpecularSmoothness = IN.ase_texcoord.xy * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
float4 tex2DNode142 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
float specular152 = ( tex2DNode142.a * 0.5 );
float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
float smoothstepResult166 = smoothstep( 0.35 , -0.15 , ( ( 1.0 - ( occlusion146 * saturate( (IN.ase_color.r*0.6 + 0.79) ) ) ) + specular152 + ( 1.0 - tex2D( _Mask, uv_Mask ).r ) ));
float paintMask172 = smoothstepResult166;
float3 lerpResult182 = lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , float3( 0, 0, 1 ) , ( paintMask172 * occlusion146 ));
float3 ase_tangentWS = IN.ase_texcoord1.xyz;
float3 ase_normalWS = IN.ase_texcoord2.xyz;
float3 ase_bitangentWS = IN.ase_texcoord3.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 tanNormal8_g3 = lerpResult182;
float3 worldNormal8_g3 = float3( dot( tanToWorld0, tanNormal8_g3 ), dot( tanToWorld1, tanNormal8_g3 ), dot( tanToWorld2, tanNormal8_g3 ) );
float4 screenPos = IN.ase_texcoord4;
float ase_depthRaw = screenPos.z / screenPos.w;
float4 appendResult11_g3 = (float4((worldNormal8_g3*0.5 + 0.5) , ase_depthRaw));
float smoothness163 = tex2DNode142.a;
float2 appendResult168 = (float2(specular152 , smoothness163));
float2 appendResult175 = (float2(_paintSpecular , _paintSmoothness));
float2 lerpResult181 = lerp( appendResult168 , appendResult175 , paintMask172);
float4 appendResult186 = (float4(lerpResult181 , occlusion146 , paintMask172));
outGBuffer0 = appendResult188;
outGBuffer1 = appendResult11_g3;
outGBuffer2 = appendResult186;
outGBuffer3 = 0;
outGBuffer4 = 0;
outGBuffer5 = 0;
outGBuffer6 = 0;
outGBuffer7 = 0;
float alpha = ( tex2DNode179.a - 0.5 );
#if _AlphaClip
clip( alpha );
#endif
outDepth = IN.position.z;
}
ENDHLSL
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
Fallback Off
}
/*ASEBEGIN
Version=19904
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ASEEND*/
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