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Assets/ThirdParty/Tools/AmplifyImpostors/Examples/Samples URP/Shaders/Barrel Impostor Baking.shader
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310
Assets/ThirdParty/Tools/AmplifyImpostors/Examples/Samples URP/Shaders/Barrel Impostor Baking.shader
vendored
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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 "Hidden/Baking Barrels"
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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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_BaseColorMap( "Base Color Map", 2D ) = "white" {}
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_Mask( "Mask", 2D ) = "white" {}
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_AmbientOcclusion( "Ambient Occlusion", 2D ) = "white" {}
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_SpecularSmoothness( "Specular Smoothness", 2D ) = "white" {}
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_Normal( "Normal", 2D ) = "bump" {}
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_paintSpecular( "paintSpecular", Float ) = 0.1
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_paintSmoothness( "paintSmoothness", Float ) = 0.8
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[HideInInspector] _texcoord( "", 2D ) = "white" {}
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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 Back
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HLSLINCLUDE
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#pragma target 3.0
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ENDHLSL
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Pass
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{
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Tags { "LightMode"="UniversalForward" }
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Name "Base"
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Blend 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_VERSION 19904
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#define ASE_SRP_VERSION 140012
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// Required to compile gles 2.0 with standard srp library
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#pragma prefer_hlslcc gles
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// -------------------------------------
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// Lightweight Pipeline keywords
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#pragma shader_feature _SAMPLE_GI
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// -------------------------------------
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// Unity defined keywords
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#pragma multi_compile_fog
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//--------------------------------------
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// GPU Instancing
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#pragma multi_compile_instancing
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#pragma vertex vert
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#pragma fragment frag
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#define ASE_NEEDS_TEXTURE_COORDINATES0
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#define ASE_NEEDS_FRAG_TEXTURE_COORDINATES0
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#define ASE_NEEDS_VERT_NORMAL
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// Lighting include is needed because of GI
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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.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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sampler2D _BaseColorMap;
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sampler2D _Normal;
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sampler2D _AmbientOcclusion;
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sampler2D _SpecularSmoothness;
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sampler2D _Mask;
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CBUFFER_START( UnityPerMaterial )
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float4 _BaseColorMap_ST;
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float4 _Normal_ST;
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float4 _AmbientOcclusion_ST;
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float4 _SpecularSmoothness_ST;
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float4 _Mask_ST;
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float _paintSpecular;
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float _paintSmoothness;
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CBUFFER_END
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struct GraphVertexInput
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{
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float4 vertex : POSITION;
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float4 ase_normal : NORMAL;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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float4 ase_tangent : TANGENT;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct GraphVertexOutput
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{
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float4 position : POSITION;
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float4 ase_texcoord : TEXCOORD0;
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float4 ase_color : COLOR;
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float4 ase_texcoord1 : TEXCOORD1;
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float4 ase_texcoord2 : TEXCOORD2;
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float4 ase_texcoord3 : TEXCOORD3;
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float4 ase_texcoord4 : TEXCOORD4;
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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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GraphVertexOutput vert (GraphVertexInput v)
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{
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GraphVertexOutput o = (GraphVertexOutput)0;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_TRANSFER_INSTANCE_ID(v, o);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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float3 ase_tangentWS = TransformObjectToWorldDir( v.ase_tangent.xyz );
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o.ase_texcoord1.xyz = ase_tangentWS;
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float3 ase_normalWS = TransformObjectToWorldNormal( v.ase_normal.xyz );
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o.ase_texcoord2.xyz = ase_normalWS;
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float ase_tangentSign = v.ase_tangent.w * ( unity_WorldTransformParams.w >= 0.0 ? 1.0 : -1.0 );
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float3 ase_bitangentWS = cross( ase_normalWS, ase_tangentWS ) * ase_tangentSign;
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o.ase_texcoord3.xyz = ase_bitangentWS;
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float4 ase_positionCS = TransformObjectToHClip( ( v.vertex ).xyz );
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float4 screenPos = ComputeScreenPos( ase_positionCS );
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o.ase_texcoord4 = screenPos;
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o.ase_texcoord.xy = v.ase_texcoord.xy;
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o.ase_color = v.ase_color;
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//setting value to unused interpolator channels and avoid initialization warnings
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o.ase_texcoord.zw = 0;
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o.ase_texcoord1.w = 0;
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o.ase_texcoord2.w = 0;
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o.ase_texcoord3.w = 0;
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v.vertex.xyz += float3( 0, 0, 0 ) ;
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o.position = TransformObjectToHClip(v.vertex.xyz);
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return o;
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}
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void frag( GraphVertexOutput IN ,
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out half4 outGBuffer0 : SV_Target0,
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out half4 outGBuffer1 : SV_Target1,
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out half4 outGBuffer2 : SV_Target2,
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out half4 outGBuffer3 : SV_Target3,
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out half4 outGBuffer4 : SV_Target4,
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out half4 outGBuffer5 : SV_Target5,
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out half4 outGBuffer6 : SV_Target6,
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out half4 outGBuffer7 : SV_Target7,
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out float outDepth : SV_Depth
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)
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{
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UNITY_SETUP_INSTANCE_ID( IN );
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float2 uv_BaseColorMap = IN.ase_texcoord.xy * _BaseColorMap_ST.xy + _BaseColorMap_ST.zw;
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float4 tex2DNode179 = tex2D( _BaseColorMap, uv_BaseColorMap );
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float4 appendResult188 = (float4(tex2DNode179.rgb , 1.0));
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float2 uv_Normal = IN.ase_texcoord.xy * _Normal_ST.xy + _Normal_ST.zw;
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float2 uv_AmbientOcclusion = IN.ase_texcoord.xy * _AmbientOcclusion_ST.xy + _AmbientOcclusion_ST.zw;
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float occlusion146 = tex2D( _AmbientOcclusion, uv_AmbientOcclusion ).r;
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float2 uv_SpecularSmoothness = IN.ase_texcoord.xy * _SpecularSmoothness_ST.xy + _SpecularSmoothness_ST.zw;
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float4 tex2DNode142 = tex2D( _SpecularSmoothness, uv_SpecularSmoothness );
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float specular152 = ( tex2DNode142.a * 0.5 );
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float2 uv_Mask = IN.ase_texcoord.xy * _Mask_ST.xy + _Mask_ST.zw;
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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 ) ));
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float paintMask172 = smoothstepResult166;
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float3 lerpResult182 = lerp( UnpackNormalScale( tex2D( _Normal, uv_Normal ), 1.0f ) , float3( 0, 0, 1 ) , ( paintMask172 * occlusion146 ));
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float3 ase_tangentWS = IN.ase_texcoord1.xyz;
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float3 ase_normalWS = IN.ase_texcoord2.xyz;
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float3 ase_bitangentWS = IN.ase_texcoord3.xyz;
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float3 tanToWorld0 = float3( ase_tangentWS.x, ase_bitangentWS.x, ase_normalWS.x );
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float3 tanToWorld1 = float3( ase_tangentWS.y, ase_bitangentWS.y, ase_normalWS.y );
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float3 tanToWorld2 = float3( ase_tangentWS.z, ase_bitangentWS.z, ase_normalWS.z );
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float3 tanNormal8_g3 = lerpResult182;
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float3 worldNormal8_g3 = float3( dot( tanToWorld0, tanNormal8_g3 ), dot( tanToWorld1, tanNormal8_g3 ), dot( tanToWorld2, tanNormal8_g3 ) );
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float4 screenPos = IN.ase_texcoord4;
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float ase_depthRaw = screenPos.z / screenPos.w;
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float4 appendResult11_g3 = (float4((worldNormal8_g3*0.5 + 0.5) , ase_depthRaw));
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float smoothness163 = tex2DNode142.a;
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float2 appendResult168 = (float2(specular152 , smoothness163));
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float2 appendResult175 = (float2(_paintSpecular , _paintSmoothness));
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float2 lerpResult181 = lerp( appendResult168 , appendResult175 , paintMask172);
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float4 appendResult186 = (float4(lerpResult181 , occlusion146 , paintMask172));
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outGBuffer0 = appendResult188;
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outGBuffer1 = appendResult11_g3;
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outGBuffer2 = appendResult186;
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outGBuffer3 = 0;
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outGBuffer4 = 0;
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outGBuffer5 = 0;
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outGBuffer6 = 0;
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outGBuffer7 = 0;
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float alpha = ( tex2DNode179.a - 0.5 );
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#if _AlphaClip
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clip( alpha );
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#endif
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outDepth = IN.position.z;
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}
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ENDHLSL
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}
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}
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CustomEditor "AmplifyShaderEditor.MaterialInspector"
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Fallback Off
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||||
}
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/*ASEBEGIN
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||||
Version=19904
|
||||
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||||
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||||
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||||
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;146;1127.141,264.5048;Float;False;occlusion;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
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||||
Node;AmplifyShaderEditor.SaturateNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;143;320,-384;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.GetLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;144;288,-464;Inherit;False;146;occlusion;1;0;OBJECT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.SimpleMultiplyOpNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;149;480,-416;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
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||||
Node;AmplifyShaderEditor.RegisterLocalVarNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;152;1278.888,12.31467;Float;False;specular;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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||||
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Node;AmplifyShaderEditor.OneMinusNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;155;656,-240;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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||||
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|
||||
Node;AmplifyShaderEditor.DynamicAppendNode, AmplifyShaderEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null;168;2081.976,36.72925;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
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4580
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3774
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3738
Assets/ThirdParty/Tools/AmplifyImpostors/Examples/Samples URP/Shaders/Standard Crossfade.shader
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3738
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Reference in New Issue
Block a user