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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Shader /*ase_name*/"Hidden/Templates/CustomRTInit"/*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { }
/*ase_all_modules*/
/*ase_pass*/
Pass
{
Name "Custom RT Init"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex ASEInitCustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.5
/*ase_pragma*/
struct ase_appdata_init_customrendertexture
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
/*ase_vdata:p=p;uv0=tc0*/
};
// User facing vertex to fragment structure for initialization materials
struct ase_v2f_init_customrendertexture
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float3 direction : TEXCOORD1;
/*ase_interp(2,):sp=sp.xyzw;uv0=tc0;uv1=tc1*/
};
/*ase_globals*/
ase_v2f_init_customrendertexture ASEInitCustomRenderTextureVertexShader (ase_appdata_init_customrendertexture v /*ase_vert_input*/)
{
ase_v2f_init_customrendertexture o;
/*ase_vert_code:v=ase_appdata_init_customrendertexture;o=ase_v2f_init_customrendertexture*/
o.vertex = UnityObjectToClipPos(v.vertex);
o.texcoord = float3(v.texcoord.xy, CustomRenderTexture3DTexcoordW);
o.direction = CustomRenderTextureComputeCubeDirection(v.texcoord.xy);
return o;
}
float4 frag(ase_v2f_init_customrendertexture IN /*ase_frag_input*/) : COLOR
{
float4 finalColor;
/*ase_frag_code:IN=ase_v2f_init_customrendertexture*/
finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
}

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Shader /*ase_name*/"Hidden/Templates/CustomRTUpdate"/*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { }
/*ase_all_modules*/
/*ase_pass*/
Pass
{
Name "Custom RT Update"
CGPROGRAM
#include "UnityCustomRenderTexture.cginc"
#pragma vertex ASECustomRenderTextureVertexShader
#pragma fragment frag
#pragma target 3.5
/*ase_pragma*/
struct ase_appdata_customrendertexture
{
uint vertexID : SV_VertexID;
/*ase_vdata:*/
};
struct ase_v2f_customrendertexture
{
float4 vertex : SV_POSITION;
float3 localTexcoord : TEXCOORD0; // Texcoord local to the update zone (== globalTexcoord if no partial update zone is specified)
float3 globalTexcoord : TEXCOORD1; // Texcoord relative to the complete custom texture
uint primitiveID : TEXCOORD2; // Index of the update zone (correspond to the index in the updateZones of the Custom Texture)
float3 direction : TEXCOORD3; // For cube textures, direction of the pixel being rendered in the cubemap
/*ase_interp(4,):sp=sp.xyzw;uv0=tc0;uv1=tc1;uv2=tc2;uv3=tc3*/
};
/*ase_globals*/
ase_v2f_customrendertexture ASECustomRenderTextureVertexShader(ase_appdata_customrendertexture IN /*ase_vert_input*/ )
{
ase_v2f_customrendertexture OUT;
/*ase_vert_code:IN=ase_appdata_customrendertexture;OUT=ase_v2f_customrendertexture*/
#if UNITY_UV_STARTS_AT_TOP
const float2 vertexPositions[6] =
{
{ -1.0f, 1.0f },
{ -1.0f, -1.0f },
{ 1.0f, -1.0f },
{ 1.0f, 1.0f },
{ -1.0f, 1.0f },
{ 1.0f, -1.0f }
};
const float2 texCoords[6] =
{
{ 0.0f, 0.0f },
{ 0.0f, 1.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f },
{ 0.0f, 0.0f },
{ 1.0f, 1.0f }
};
#else
const float2 vertexPositions[6] =
{
{ 1.0f, 1.0f },
{ -1.0f, -1.0f },
{ -1.0f, 1.0f },
{ -1.0f, -1.0f },
{ 1.0f, 1.0f },
{ 1.0f, -1.0f }
};
const float2 texCoords[6] =
{
{ 1.0f, 1.0f },
{ 0.0f, 0.0f },
{ 0.0f, 1.0f },
{ 0.0f, 0.0f },
{ 1.0f, 1.0f },
{ 1.0f, 0.0f }
};
#endif
uint primitiveID = IN.vertexID / 6;
uint vertexID = IN.vertexID % 6;
float3 updateZoneCenter = CustomRenderTextureCenters[primitiveID].xyz;
float3 updateZoneSize = CustomRenderTextureSizesAndRotations[primitiveID].xyz;
float rotation = CustomRenderTextureSizesAndRotations[primitiveID].w * UNITY_PI / 180.0f;
#if !UNITY_UV_STARTS_AT_TOP
rotation = -rotation;
#endif
// Normalize rect if needed
if (CustomRenderTextureUpdateSpace > 0.0) // Pixel space
{
// Normalize xy because we need it in clip space.
updateZoneCenter.xy /= _CustomRenderTextureInfo.xy;
updateZoneSize.xy /= _CustomRenderTextureInfo.xy;
}
else // normalized space
{
// Un-normalize depth because we need actual slice index for culling
updateZoneCenter.z *= _CustomRenderTextureInfo.z;
updateZoneSize.z *= _CustomRenderTextureInfo.z;
}
// Compute rotation
// Compute quad vertex position
float2 clipSpaceCenter = updateZoneCenter.xy * 2.0 - 1.0;
float2 pos = vertexPositions[vertexID] * updateZoneSize.xy;
pos = CustomRenderTextureRotate2D(pos, rotation);
pos.x += clipSpaceCenter.x;
#if UNITY_UV_STARTS_AT_TOP
pos.y += clipSpaceCenter.y;
#else
pos.y -= clipSpaceCenter.y;
#endif
// For 3D texture, cull quads outside of the update zone
// This is neeeded in additional to the preliminary minSlice/maxSlice done on the CPU because update zones can be disjointed.
// ie: slices [1..5] and [10..15] for two differents zones so we need to cull out slices 0 and [6..9]
if (CustomRenderTextureIs3D > 0.0)
{
int minSlice = (int)(updateZoneCenter.z - updateZoneSize.z * 0.5);
int maxSlice = minSlice + (int)updateZoneSize.z;
if (_CustomRenderTexture3DSlice < minSlice || _CustomRenderTexture3DSlice >= maxSlice)
{
pos.xy = float2(1000.0, 1000.0); // Vertex outside of ncs
}
}
OUT.vertex = float4(pos, 0.0, 1.0);
OUT.primitiveID = asuint(CustomRenderTexturePrimitiveIDs[primitiveID]);
OUT.localTexcoord = float3(texCoords[vertexID], CustomRenderTexture3DTexcoordW);
OUT.globalTexcoord = float3(pos.xy * 0.5 + 0.5, CustomRenderTexture3DTexcoordW);
#if UNITY_UV_STARTS_AT_TOP
OUT.globalTexcoord.y = 1.0 - OUT.globalTexcoord.y;
#endif
OUT.direction = CustomRenderTextureComputeCubeDirection(OUT.globalTexcoord.xy);
return OUT;
}
float4 frag(ase_v2f_customrendertexture IN /*ase_frag_input*/) : COLOR
{
float4 finalColor;
/*ase_frag_code:IN=ase_v2f_customrendertexture*/
finalColor = /*ase_frag_out:Frag Color;Float4*/float4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
}

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folderAsset: yes
timeCreated: 1527085590
licenseType: Store
DefaultImporter:
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Shader /*ase_name*/ "Hidden/Templates/Legacy/DefaultUnlit" /*end*/
{
Properties
{
_MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
/*ase_pass*/
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
//only defining to not throw compilation error over Unity 5.5
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma target 3.0
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;uv1=tc1.xy*/
};
struct v2f
{
float4 vertex : SV_POSITION;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc0.zw*/
};
uniform sampler2D _MainTex;
uniform fixed4 _Color;
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.texcoord.xy = v.texcoord.xy;
o.texcoord.zw = v.texcoord1.xy;
// ase common template code
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 myColorVar;
// ase common template code
/*ase_frag_code:i=v2f*/
myColorVar = /*ase_frag_out:Frag Color;Float4*/fixed4(1,0,0,1)/*end*/;
return myColorVar;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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Shader /*ase_name*/ "Hidden/Built-In/Multi Pass Unlit" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Cull Off
CGINCLUDE
#pragma target 3.5
ENDCG
/*ase_pass*/
Pass
{
/*ase_main_pass*/
Name "ForwardBase"
Tags { "LightMode"="ForwardBase" }
/*ase_all_modules*/
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdbase
#ifndef UNITY_PASS_FORWARDBASE
#define UNITY_PASS_FORWARDBASE
#endif
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.pos = UnityObjectToClipPos(v.vertex);
#if ASE_SHADOWS
#if UNITY_VERSION >= 560
UNITY_TRANSFER_SHADOW( o, v.texcoord );
#else
TRANSFER_SHADOW( o );
#endif
#endif
return o;
}
float4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
float3 outColor;
float outAlpha;
/*ase_frag_code:i=v2f*/
outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
clip(outAlpha);
return float4(outColor,outAlpha);
}
ENDCG
}
/*ase_pass*/
Pass
{
Name "ForwardAdd"
Tags { "LightMode" = "ForwardAdd" }
ZWrite Off
Blend One One
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_fwdadd_fullshadows
#ifndef UNITY_PASS_FORWARDADD
#define UNITY_PASS_FORWARDADD
#endif
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.pos = UnityObjectToClipPos(v.vertex);
#if ASE_SHADOWS
#if UNITY_VERSION >= 560
UNITY_TRANSFER_SHADOW( o, v.texcoord );
#else
TRANSFER_SHADOW( o );
#endif
#endif
return o;
}
float4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
float3 outColor;
float outAlpha;
/*ase_frag_code:i=v2f*/
outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
clip(outAlpha);
return float4(outColor,outAlpha);
}
ENDCG
}
/*ase_pass*/
Pass
{
Name "Deferred"
Tags { "LightMode" = "Deferred" }
/*ase_all_modules*/
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_prepassfinal
#ifndef UNITY_PASS_DEFERRED
#define UNITY_PASS_DEFERRED
#endif
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
float4 pos : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.pos = UnityObjectToClipPos(v.vertex);
#if ASE_SHADOWS
#if UNITY_VERSION >= 560
UNITY_TRANSFER_SHADOW( o, v.texcoord );
#else
TRANSFER_SHADOW( o );
#endif
#endif
return o;
}
void frag (v2f i /*ase_frag_input*/, out half4 outGBuffer0 : SV_Target0, out half4 outGBuffer1 : SV_Target1, out half4 outGBuffer2 : SV_Target2, out half4 outGBuffer3 : SV_Target3)
{
/*ase_frag_code:i=v2f*/
outGBuffer0 = /*ase_frag_out:GBuffer0;Float4*/0/*end*/;
outGBuffer1 = /*ase_frag_out:GBuffer1;Float4*/0/*end*/;
outGBuffer2 = /*ase_frag_out:GBuffer2;Float4*/0/*end*/;
outGBuffer3 = /*ase_frag_out:GBuffer3;Float4*/0/*end*/;
}
ENDCG
}
/*ase_pass*/
Pass
{
/*ase_hide_pass:SyncP*/
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_shadowcaster
#ifndef UNITY_PASS_SHADOWCASTER
#define UNITY_PASS_SHADOWCASTER
#endif
#include "UnityCG.cginc"
/*ase_pragma*/
/*ase_globals*/
struct appdata
{
float4 vertex : POSITION;
float3 normal : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;n=n*/
};
struct v2f
{
V2F_SHADOW_CASTER;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw*/
};
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_INITIALIZE_OUTPUT(v2f,o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
return o;
}
float4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
float3 outColor;
float outAlpha;
/*ase_frag_code:i=v2f*/
outColor = /*ase_frag_out:Color;Float3;_Color*/float3(1,1,1)/*end*/;
outAlpha = /*ase_frag_out:Alpha;Float;_Alpha*/1/*end*/;
clip(outAlpha);
SHADOW_CASTER_FRAGMENT(i)
}
ENDCG
}
/*ase_pass_end*/
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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Shader /*ase_name*/ "Hidden/Built-In/PostProcessStack" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Cull Off
ZWrite Off
ZTest Always
/*ase_pass*/
Pass
{
CGPROGRAM
#pragma vertex Vert
#pragma fragment Frag
#pragma target 3.5
#include "UnityCG.cginc"
/*ase_pragma*/
struct ASEAttributesDefault
{
float3 vertex : POSITION;
float2 texcoord : TEXCOORD0;
/*ase_vdata:p=p;uv0=tc0*/
};
struct ASEVaryingsDefault
{
float4 vertex : SV_POSITION;
float2 texcoord : TEXCOORD0;
float2 texcoordStereo : TEXCOORD1;
#if STEREO_INSTANCING_ENABLED
uint stereoTargetEyeIndex : SV_RenderTargetArrayIndex;
#endif
/*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2*/
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
uniform half4 _MainTex_ST;
/*ase_globals*/
/*ase_funcs*/
float2 TransformTriangleVertexToUV (float2 vertex)
{
float2 uv = (vertex + 1.0) * 0.5;
return uv;
}
ASEVaryingsDefault Vert( ASEAttributesDefault v /*ase_vert_input*/ )
{
ASEVaryingsDefault o;
o.vertex = float4(v.vertex.xy, 0.0, 1.0);
o.texcoord = TransformTriangleVertexToUV (v.vertex.xy);
#if UNITY_UV_STARTS_AT_TOP
o.texcoord = o.texcoord * float2(1.0, -1.0) + float2(0.0, 1.0);
#endif
o.texcoordStereo = TransformStereoScreenSpaceTex (o.texcoord, 1.0);
v.texcoord = o.texcoordStereo;
/*ase_local_var:spn*/float4 ase_ppsScreenPosVertexNorm = float4(o.texcoordStereo,0,1);
/*ase_vert_code:v=ASEAttributesDefault;o=ASEVaryingsDefault*/
return o;
}
float4 Frag (ASEVaryingsDefault i /*ase_frag_input*/ ) : SV_Target
{
/*ase_local_var:spn*/float4 ase_ppsScreenPosFragNorm = float4(i.texcoordStereo,0,1);
/*ase_frag_code:i=ASEVaryingsDefault*/
float4 color = /*ase_frag_out:Frag Color;Float4*/tex2D(_MainTex, i.texcoord )/*end*/;
return color;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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Shader /*ase_name*/ "Hidden/Built-In/Particles Alpha Blended" /*end*/
{
Properties
{
_TintColor ("Tint Color", Color) = (0.5,0.5,0.5,0.5)
_MainTex ("Particle Texture", 2D) = "white" {}
_InvFade ("Soft Particles Factor", Range(0.01,3.0)) = 1.0
/*ase_props*/
}
Category
{
SubShader
{
Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" "PreviewType" = "Plane" }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask RGB
Cull Off
Lighting Off
ZWrite Off
ZTest LEqual
/*ase_pass*/
Pass {
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#pragma multi_compile_instancing
#pragma multi_compile_particles
#pragma multi_compile_fog
/*ase_pragma*/
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float4 texcoord : TEXCOORD0;
UNITY_FOG_COORDS(1)
#ifdef SOFTPARTICLES_ON
float4 projPos : TEXCOORD2;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(3,):sp=sp.xyzw;uv0=tc0;c=c*/
};
#if UNITY_VERSION >= 560
UNITY_DECLARE_DEPTH_TEXTURE( _CameraDepthTexture );
#else
uniform sampler2D_float _CameraDepthTexture;
#endif
//Don't delete this comment
// uniform sampler2D_float _CameraDepthTexture;
uniform sampler2D _MainTex;
uniform fixed4 _TintColor;
uniform float4 _MainTex_ST;
uniform float _InvFade;
/*ase_globals*/
v2f vert ( appdata_t v /*ase_vert_input*/ )
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata_t;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
#ifdef SOFTPARTICLES_ON
o.projPos = ComputeScreenPos (o.vertex);
COMPUTE_EYEDEPTH(o.projPos.z);
#endif
o.color = v.color;
o.texcoord = v.texcoord;
UNITY_TRANSFER_FOG(o,o.vertex);
return o;
}
fixed4 frag ( v2f i /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
#ifdef SOFTPARTICLES_ON
float sceneZ = LinearEyeDepth (SAMPLE_DEPTH_TEXTURE_PROJ(_CameraDepthTexture, UNITY_PROJ_COORD(i.projPos)));
float partZ = i.projPos.z;
float fade = saturate (_InvFade * (sceneZ-partZ));
i.color.a *= fade;
#endif
/*ase_frag_code:i=v2f*/
fixed4 col = /*ase_frag_out:Color;Float4*/2.0f * i.color * _TintColor * tex2D(_MainTex, i.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw )/*end*/;
UNITY_APPLY_FOG(i.fogCoord, col);
return col;
}
ENDCG
}
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: 0b6a9f8b4f707c74ca64c0be8e590de0
timeCreated: 1496654572
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/ "Hidden/Built-In/PostProcess" /*end*/
{
Properties
{
_MainTex ( "Screen", 2D ) = "black" {}
/*ase_props*/
}
SubShader
{
Tags{ }
ZTest Always
Cull Off
ZWrite Off
/*ase_pass*/
Pass
{
CGPROGRAM
#pragma vertex vert_img_custom
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata_img_custom
{
float4 vertex : POSITION;
half2 texcoord : TEXCOORD0;
/*ase_vdata:p=p;uv0=tc0*/
};
struct v2f_img_custom
{
float4 pos : SV_POSITION;
half2 uv : TEXCOORD0;
half2 stereoUV : TEXCOORD2;
#if UNITY_UV_STARTS_AT_TOP
half4 uv2 : TEXCOORD1;
half4 stereoUV2 : TEXCOORD3;
#endif
/*ase_interp(4,):sp=sp.xyzw;uv0=tc0.xy;uv1=tc1;uv2=tc2;uv3=tc3*/
};
uniform sampler2D _MainTex;
uniform half4 _MainTex_TexelSize;
uniform half4 _MainTex_ST;
/*ase_globals*/
v2f_img_custom vert_img_custom ( appdata_img_custom v /*ase_vert_input*/ )
{
v2f_img_custom o;
/*ase_vert_code:v=appdata_img_custom;o=v2f_img_custom*/
o.pos = UnityObjectToClipPos( v.vertex );
o.uv = float4( v.texcoord.xy, 1, 1 );
#if UNITY_UV_STARTS_AT_TOP
o.uv2 = float4( v.texcoord.xy, 1, 1 );
o.stereoUV2 = UnityStereoScreenSpaceUVAdjust ( o.uv2, _MainTex_ST );
if ( _MainTex_TexelSize.y < 0.0 )
o.uv.y = 1.0 - o.uv.y;
#endif
o.stereoUV = UnityStereoScreenSpaceUVAdjust ( o.uv, _MainTex_ST );
return o;
}
half4 frag ( v2f_img_custom i /*ase_frag_input*/) : SV_Target
{
#ifdef UNITY_UV_STARTS_AT_TOP
half2 uv = i.uv2;
half2 stereoUV = i.stereoUV2;
#else
half2 uv = i.uv;
half2 stereoUV = i.stereoUV;
#endif
half4 finalColor;
// ase common template code
/*ase_frag_code:i=v2f_img_custom*/
finalColor = /*ase_frag_out:Frag Color;Float4*/half4( 1, 1, 1, 1 )/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: c71b220b631b6344493ea3cf87110c93
timeCreated: 1499337997
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/"Hidden/Built-In/Sprites Default"/*end*/
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
[PerRendererData] _AlphaTex ("External Alpha", 2D) = "white" {}
/*ase_props*/
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
/*ase_pass*/
Pass
{
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(1,):sp=sp.xyzw;uv0=tc0.xy;c=c*/
};
uniform fixed4 _Color;
uniform float _EnableExternalAlpha;
uniform sampler2D _MainTex;
uniform sampler2D _AlphaTex;
/*ase_globals*/
v2f vert( appdata_t IN /*ase_vert_input*/ )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
/*ase_vert_code:IN=appdata_t;OUT=v2f*/
IN.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3(0,0,0) /*end*/;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
fixed4 SampleSpriteTexture (float2 uv)
{
fixed4 color = tex2D (_MainTex, uv);
#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
fixed4 alpha = tex2D (_AlphaTex, uv);
color.a = lerp (color.a, alpha.r, _EnableExternalAlpha);
#endif //ETC1_EXTERNAL_ALPHA
return color;
}
fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
/*ase_frag_code:IN=v2f*/
fixed4 c = /*ase_frag_out:Color;Float4*/SampleSpriteTexture (IN.texcoord) * IN.color/*end*/;
c.rgb *= c.a;
return c;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: 0f8ba0101102bb14ebf021ddadce9b49
timeCreated: 1500572363
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/"Hidden/Templates/Legacy/UIDefault"/*end*/
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
/*ase_props*/
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
/*ase_pass*/
Pass
{
Name "Default"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
/*ase_pragma*/
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(2,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/
};
uniform fixed4 _Color;
uniform fixed4 _TextureSampleAdd;
uniform float4 _ClipRect;
uniform sampler2D _MainTex;
/*ase_globals*/
v2f vert( appdata_t IN /*ase_vert_input*/ )
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
UNITY_TRANSFER_INSTANCE_ID(IN, OUT);
OUT.worldPosition = IN.vertex;
/*ase_vert_code:IN=appdata_t;OUT=v2f*/
OUT.worldPosition.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
fixed4 frag(v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
/*ase_frag_code:IN=v2f*/
half4 color = /*ase_frag_out:Color;Float4*/(tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color/*end*/;
#ifdef UNITY_UI_CLIP_RECT
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "ASEMaterialInspector"
}

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fileFormatVersion: 2
guid: 5056123faa0c79b47ab6ad7e8bf059a4
timeCreated: 1496313583
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/ "Hidden/Built-In/Unlit" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:1,Vertex Position
Relative:SetPortName:1,Vertex Offset
*/
Tags { "RenderType"="Opaque" }
LOD 0
/*ase_stencil*/
/*ase_all_modules*/
CGINCLUDE
#pragma target 3.5
float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
{
float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
#if UNITY_UV_STARTS_AT_TOP
positionCS.y = -positionCS.y;
#endif
return positionCS;
}
ENDCG
/*ase_pass*/
Pass
{
Name "Unlit"
CGPROGRAM
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
/*ase_vdata:p=p*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
/*ase_interp(0,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_globals*/
/*ase_funcs*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
/*ase_vert_code:v=appdata;o=v2f*/
float3 vertexValue = float3( 0, 0, 0 );
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = /*ase_vert_out:Vertex Offset;Float3*/vertexValue/*end*/;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.pos = UnityObjectToClipPos( v.vertex );
return o;
}
half4 frag( v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
half4 finalColor;
/*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
/*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos );
/*ase_frag_code:IN=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4*/half4( 1, 1, 1, 1 )/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: 0770190933193b94aaa3065e307002fa
timeCreated: 1496328687
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/ "Hidden/Built-In/UnlitLightmap" /*end*/
{
Properties
{
/*ase_props*/
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
/*ase_all_modules*/
CGINCLUDE
#ifndef UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX
#define UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input)
#endif
ENDCG
Pass
{
/*ase_main_pass*/
Tags{ "LightMode" = "VertexLMRGBM" "RenderType" = "Opaque" }
Name "Unlit LM"
CGPROGRAM
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p*/
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(0,):sp=sp.xyzw*/
};
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
fixed4 finalColor;
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
Pass
{
/*ase_hide_pass*/
Tags{ "LightMode" = "VertexLM" "RenderType" = "Opaque" }
Name "Unlit LM Mobile"
CGPROGRAM
#pragma target 3.5
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p*/
};
struct v2f
{
float4 vertex : SV_POSITION;
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(0,):sp=sp.xyzw*/
};
/*ase_globals*/
v2f vert ( appdata v /*ase_vert_input*/)
{
v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=appdata;o=v2f*/
v.vertex.xyz += /*ase_vert_out:Local Vertex;Float3;_Vertex*/ float3(0,0,0) /*end*/;
o.vertex = UnityObjectToClipPos(v.vertex);
return o;
}
fixed4 frag (v2f i /*ase_frag_input*/) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( i );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( i );
fixed4 finalColor;
/*ase_frag_code:i=v2f*/
finalColor = /*ase_frag_out:Frag Color;Float4;_Color*/fixed4(1,1,1,1)/*end*/;
return finalColor;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: 899e609c083c74c4ca567477c39edef0
timeCreated: 1528987785
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/ "Hidden/Built-In/Wireframe" /*end*/
{
Properties
{
_WireframeSmoothing ( "Wireframe Smoothing", Range( 0, 10 ) ) = 1
_WireframeThickness ( "Wireframe Thickness", Range( 0, 10 ) ) = 1
/*ase_props*/
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position,InvertActionOnDeselection:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:_VertexOffset,Vertex Position
Relative:SetPortName:_VertexOffset,Vertex Offset
Option:Wireframe Mode:Opaque,Alpha Blend,Alpha Custom:Opaque
Opaque:RemoveDefine:ASE_WIREFRAME_ALPHA
Opaque:ShowPort:_SurfaceColor
Opaque:SetPropertyOnPass:Unlit:BlendRGB,One,Zero
Opaque:SetPropertyOnSubShader:RenderType,Opaque
Opaque:SetPropertyOnSubShader:RenderQueue,Geometry
Opaque:SetPropertyOnSubShader:ZWrite,On
Alpha Blend:SetDefine:ASE_WIREFRAME_ALPHA
Alpha Blend:HidePort:_SurfaceColor
Alpha Blend:SetPropertyOnPass:Unlit:BlendRGB,SrcAlpha,OneMinusSrcAlpha
Alpha Blend:SetPropertyOnSubShader:RenderType,Transparent
Alpha Blend:SetPropertyOnSubShader:RenderQueue,Transparent
Alpha Blend:SetPropertyOnSubShader:ZWrite,Off
Alpha Custom:SetDefine:ASE_WIREFRAME_ALPHA
Alpha Custom:HidePort:_SurfaceColor
*/
Tags { "RenderType"="Opaque" }
LOD 0
/*ase_stencil*/
/*ase_all_modules*/
CGINCLUDE
#pragma target 3.5
float4 ComputeClipSpacePosition( float2 screenPosNorm, float deviceDepth )
{
float4 positionCS = float4( screenPosNorm * 2.0 - 1.0, deviceDepth, 1.0 );
#if UNITY_UV_STARTS_AT_TOP
positionCS.y = -positionCS.y;
#endif
return positionCS;
}
ENDCG
/*ase_pass*/
Pass
{
/*ase_main_pass*/
Name "Unlit"
Blend One Zero
CGPROGRAM
#pragma require geometry
#pragma vertex vert_setup
#pragma geometry geom
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
/*ase_pragma*/
struct appdata
{
float4 vertex : POSITION;
/*ase_vdata:p=p*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 pos : SV_POSITION;
float3 baryCoords : TEXCOORD0;
/*ase_interp(1,):sp=sp.xyzw*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_globals*/
/*ase_funcs*/
appdata vert_setup( appdata v )
{
return v;
}
v2f vert_apply( appdata v, float3 baryCoords /*ase_vert_input*/ )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
/*ase_vert_code:v=appdata;o=v2f*/
float3 vertexValue = float3( 0, 0, 0 );
#if ASE_ABSOLUTE_VERTEX_POS
vertexValue = v.vertex.xyz;
#endif
vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_VertexOffset*/vertexValue/*end*/;
#if ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
o.pos = UnityObjectToClipPos( v.vertex );
o.baryCoords = baryCoords;
return o;
}
[maxvertexcount(15)]
void geom( triangle appdata input[3], uint pid : SV_PrimitiveID, inout TriangleStream<v2f> outStream )
{
outStream.Append( vert_apply( input[ 0 ], float3( 1, 0, 0 ) ) );
outStream.Append( vert_apply( input[ 1 ], float3( 0, 1, 0 ) ) );
outStream.Append( vert_apply( input[ 2 ], float3( 0, 0, 1 ) ) );
}
float _WireframeSmoothing;
float _WireframeThickness;
half ComputeWireframe( float3 baryCoords )
{
float3 deltas = fwidth( baryCoords );
float3 smoothing = deltas * _WireframeSmoothing;
float3 thickness = deltas * _WireframeThickness;
baryCoords = smoothstep( thickness, thickness + smoothing, baryCoords );
float minBary = min( baryCoords.x, min( baryCoords.y, baryCoords.z ) );
return 1 - minBary;
}
half4 frag( v2f IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
/*ase_local_var:spn*/float4 ScreenPosNorm = float4( IN.pos.xy * ( _ScreenParams.zw - 1.0 ), IN.pos.zw );
/*ase_local_var:sp*/float4 ClipPos = ComputeClipSpacePosition( ScreenPosNorm.xy, IN.pos.z ) * IN.pos.w;
/*ase_local_var:spu*/float4 ScreenPos = ComputeScreenPos( ClipPos );
/*ase_frag_code:IN=v2f*/
half3 wireColor = /*ase_frag_out:Wire Color;Float3;0;-1;_WireColor*/half3( 0, 0, 0 )/*end*/;
half3 surfaceColor = /*ase_frag_out:Surface Color;Float3;1;-1;_SurfaceColor*/half3( 1, 1, 1 )/*end*/;
half wire = ComputeWireframe( IN.baryCoords );
half4 finalColor;
#if defined( ASE_WIREFRAME_ALPHA )
finalColor.rgb = wireColor;
finalColor.a = wire;
#else
finalColor.rgb = lerp( surfaceColor.rgb, wireColor.rgb, wire );
finalColor.a = 1;
#endif
return finalColor;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: 45bf09b07249a46489d5200e9ba4d9f1
timeCreated: 1496328687
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: cc9e432e1a0a4764f80870c080173cb7
folderAsset: yes
timeCreated: 1520621311
licenseType: Store
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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Both High Definition and Lightweight rendering pipelines are in development and in a preview state, so Amplify Shader Editor may have some nodes that are not fully updated for them.
At the moment there are, for each SRP, two separate packages inside Amplify Shader Editor. They contemplate two major SRP versions that exist at the moment.
For Unity 2018.2 and below, users can only install v3.x.x for both HD and LW rendering pipelines and as such they will need to unpack the unity packages containing the 3xx (Legacy) tag.
For Unity 2018.3, users can only install v4.x.x for both HD and LW rendering pipelines and as such they will need to unpack the unity packages containing the 4xx (Legacy) tag.
For Unity 2019.1 and above, users can only install v5.x.x for both HD and LW rendering pipelines and as such they will need to unpack the unity packages NOT containing the (Legacy) tag.
Unity 2018.2.x, HD and LW v3.x.x:
* HDSRPTemplates 3xx (Legacy).unitypackage
* HD PBR
* HD Unlit
* LWSRPTemplates 3xx (Legacy).unitypackage
* Lightweight PBR
* Lightweight Unlit
Unity 2018.3.x, HD and LW v4.x.x:
* HDSRPTemplates 4xx (Legacy).unitypackage
* HD Lit
* HD PBR
* HD Unlit
* LWSRPTemplates 4xx (Legacy).unitypackage
* Lightweight PBR
* Lightweight Unlit
Unity 2019.1.x, HD and LW v5.x.x:
* HDSRPTemplates.unitypackage
* HD Lit
* HD PBR
* HD Unlit
* LWSRPTemplates.unitypackage
* Lightweight PBR
* Lightweight Unlit
Upon unpacking, the templates they may not be instantly available at the ( Create > Amplify Shader > ... ) menu over you project view, but a user can create p.e. a new Amplify Surface Shader, go to its Shader Type menu over the left Node Properties window and select its newly installed template.

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fileFormatVersion: 2
guid: 2700348f89ce70c45a61d215e6999fee
timeCreated: 1541774040
licenseType: Store
TextScriptImporter:
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 74496d3592f11304594460822c98f98c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/"Hidden/Templates/UI-Default"/*end*/
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
/*ase_props*/
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend One OneMinusSrcAlpha
ColorMask [_ColorMask]
/*ase_pass*/
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.5
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
/*ase_pragma*/
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
/*ase_vdata:p=p;uv0=tc0.xy;c=c*/
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
float4 mask : TEXCOORD2;
UNITY_VERTEX_OUTPUT_STEREO
/*ase_interp(3,):sp=sp.xyzw;uv0=tc0.xy;c=c;uv1=tc1.xyzw*/
};
sampler2D _MainTex;
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
float4 _MainTex_ST;
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
/*ase_globals*/
v2f vert(appdata_t v /*ase_vert_input*/)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
/*ase_vert_code:v=appdata_t;OUT=v2f*/
v.vertex.xyz += /*ase_vert_out:Offset;Float3*/ float3( 0, 0, 0 ) /*end*/;
float4 vPosition = UnityObjectToClipPos(v.vertex);
OUT.worldPosition = v.vertex;
OUT.vertex = vPosition;
float2 pixelSize = vPosition.w;
pixelSize /= float2(1, 1) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
float2 maskUV = (v.vertex.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
OUT.texcoord = v.texcoord;
OUT.mask = float4(v.vertex.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_UIMaskSoftnessX, _UIMaskSoftnessY) + abs(pixelSize.xy)));
OUT.color = v.color * _Color;
return OUT;
}
fixed4 frag(v2f IN /*ase_frag_input*/) : SV_Target
{
//Round up the alpha color coming from the interpolator (to 1.0/256.0 steps)
//The incoming alpha could have numerical instability, which makes it very sensible to
//HDR color transparency blend, when it blends with the world's texture.
const half alphaPrecision = half(0xff);
const half invAlphaPrecision = half(1.0/alphaPrecision);
IN.color.a = round(IN.color.a * alphaPrecision)*invAlphaPrecision;
/*ase_frag_code:IN=v2f*/
half4 color = /*ase_frag_out:Color;Float4*/IN.color * (tex2D(_MainTex, TRANSFORM_TEX(IN.texcoord.xy, _MainTex)) + _TextureSampleAdd)/*end*/;
#ifdef UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color.a *= m.x * m.y;
#endif
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
color.rgb *= color.a;
return color;
}
ENDCG
}
}
CustomEditor "AmplifyShaderEditor.MaterialInspector"
}

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fileFormatVersion: 2
guid: f27f87cd3eee9f14ca6152666d176284
timeCreated: 1496313583
licenseType: Store
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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fileFormatVersion: 2
guid: 3c1f24a24f5590b48b257f4c9a1d073f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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Shader /*ase_name*/ "Hidden/Universal/2D Custom Lit" /*end*/
{
Properties
{
/*ase_props*/
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:Sprite Lit:4,Vertex Position
Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
Relative:SetPortName:Sprite Lit:4,Vertex Offset
Option:Debug Display:false,true:false
true:SetDefine:pragma multi_compile _ DEBUG_DISPLAY
false,disable:RemoveDefine:pragma multi_compile _ DEBUG_DISPLAY
*/
Tags
{
"RenderPipeline"="UniversalPipeline"
"RenderType"="Transparent"
"UniversalMaterialType" = "Lit"
"Queue"="Transparent"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"=""
}
Cull Off
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0,0
ColorMask RGBA
/*ase_stencil*/
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
ENDHLSL
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "Sprite Lit"
Tags
{
"LightMode" = "Universal2D"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define VARYINGS_NEED_SCREENPOSITION
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITELIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
/*ase_pragma*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float4 color : TEXCOORD2;
float4 screenPosition : TEXCOORD3;
/*ase_interp(4,):sp=sp;uv0=tc0;wp=tc1;c=tc2;spn=tc3*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
};
half4 _RendererColor;
/*ase_globals*/
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;4;-1;_VTangent*/v.tangent.xyz/*end*/;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = vertexInput.positionCS;
o.positionWS.xyz = vertexInput.positionWS;
o.texCoord0.xyzw = v.uv0;
o.color.xyzw = v.color;
o.screenPosition.xyzw = vertexInput.positionNDC;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.BaseColor = /*ase_frag_out:Color;Float3;0;-1;_Color*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(color.rgb, color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
color *= IN.color * _RendererColor;
return color;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "Sprite Normal"
Tags
{
"LightMode" = "NormalsRendering"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITENORMAL
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 tangentWS : TEXCOORD1;
/*ase_interp(2,):sp=sp;wn=tc0;wt=tc1*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float3 NormalTS;
float Alpha;
};
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;2;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;3;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;4;-1;_VTangent*/v.tangent.xyz/*end*/;
float3 positionWS = TransformObjectToWorld(v.positionOS);
float4 tangentWS = float4(TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
o.positionCS = TransformWorldToHClip(positionWS);
o.normalWS.xyz = -GetViewForwardDir();
o.tangentWS.xyzw = tangentWS;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;0;-1;_Normal*/float3(0.0f, 0.0f, 1.0f)/*end*/;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;1;-1;_Alpha*/1/*end*/;
half crossSign = (IN.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
half3 bitangent = crossSign * cross(IN.normalWS.xyz, IN.tangentWS.xyz);
half4 color = half4(1.0,1.0,1.0, surfaceDescription.Alpha);
return NormalsRenderingShared(color, surfaceDescription.NormalTS, IN.tangentWS.xyz, bitangent, IN.normalWS);
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
Cull Off
Blend Off
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_srp_cond_begin:>=140007*/
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
/*ase_srp_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
/*ase_interp(0,):sp=sp*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
int _ObjectId;
int _PassValue;
struct SurfaceDescription
{
float Alpha;
};
/*ase_funcs*/
VertexOutput vert(VertexInput v /*ase_vert_input*/)
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN/*ase_frag_input*/) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
#ifdef _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
Cull Off
Blend Off
ZTest LEqual
ZWrite On
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_srp_cond_begin:>=140007*/
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
/*ase_srp_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
/*ase_interp(0,):sp=sp*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
float4 _SelectionID;
struct SurfaceDescription
{
float Alpha;
};
/*ase_funcs*/
VertexOutput vert(VertexInput v /*ase_vert_input*/ )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;0;-1;_Alpha*/1/*end*/;
#ifdef _ALPHATEST_ON
clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold);
#endif
half4 outColor = unity_SelectionID;
return outColor;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_main_pass*/
Name "Sprite Forward"
Tags
{
"LightMode" = "UniversalForward"
}
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float3 positionWS : TEXCOORD1;
float4 color : TEXCOORD2;
/*ase_interp(3,):sp=sp;uv0=tc0;wp=tc1;c=tc2*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
struct SurfaceDescription
{
float3 BaseColor;
float Alpha;
float3 NormalTS;
};
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o;
ZERO_INITIALIZE(VertexOutput, o);
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
o.positionWS.xyz = positionWS;
o.texCoord0.xyzw = v.uv0;
o.color.xyzw = v.color;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
surfaceDescription.BaseColor = /*ase_frag_out:Color;Float3;0;-1;_Color*/IsGammaSpace() ? float3(0.5, 0.5, 0.5) : SRGBToLinear(float3(0.5, 0.5, 0.5))/*end*/;
surfaceDescription.NormalTS = /*ase_frag_out:Normal;Float3;1;-1;_Normal*/float3(0.0f, 0.0f, 1.0f)/*end*/;
surfaceDescription.Alpha = /*ase_frag_out:Alpha;Float;2;-1;_Alpha*/1/*end*/;
half4 color = half4(surfaceDescription.BaseColor, surfaceDescription.Alpha);
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(color.rgb, color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
color *= IN.color;
return color;
}
ENDHLSL
}
/*ase_pass_end*/
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
FallBack "Hidden/Shader Graph/FallbackError"
}

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: ece0159bad6633944bf6b818f4dd296c
timeCreated: 1639679966
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: c2a467ab6d5391a4ea692226d82ffefd
timeCreated: 1635876295
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: a393e9c23941d6e4d9313e383c286c6a
ShaderImporter:
externalObjects: {}
defaultTextures:
- unity_Lightmaps: {instanceID: 0}
- unity_LightmapsInd: {instanceID: 0}
- unity_ShadowMasks: {instanceID: 0}
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: f076986f9dffb4f45a0b08af469b6a69
folderAsset: yes
timeCreated: 1568133090
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:

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@@ -0,0 +1,756 @@
Shader /*ase_name*/ "Hidden/Universal/2D Lit" /*end*/
{
Properties
{
/*ase_props*/
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:Sprite Lit:4,Vertex Position
Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
Relative:SetPortName:Sprite Lit:4,Vertex Offset
Option:Debug Display:false,true:false
true:SetDefine:pragma multi_compile _ DEBUG_DISPLAY
false,disable:RemoveDefine:pragma multi_compile _ DEBUG_DISPLAY
Option:External Alpha:false,true:false
true:SetDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA
false,disable:RemoveDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA
*/
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent+0"
"UniversalMaterialType" = "Lit"
"ShaderGraphShader"="true"
"ShaderGraphTargetId"=""
}
Cull Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
/*ase_pass*/
Pass
{
Name "Sprite Lit"
Tags
{
"LightMode" = "Universal2D"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0,0
ColorMask RGBA
/*ase_stencil*/
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_0
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_1
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_2
#pragma multi_compile _ USE_SHAPE_LIGHT_TYPE_3
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define VARYINGS_NEED_SCREENPOSITION
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITELIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/LightingUtility.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
#if USE_SHAPE_LIGHT_TYPE_0
SHAPE_LIGHT(0)
#endif
#if USE_SHAPE_LIGHT_TYPE_1
SHAPE_LIGHT(1)
#endif
#if USE_SHAPE_LIGHT_TYPE_2
SHAPE_LIGHT(2)
#endif
#if USE_SHAPE_LIGHT_TYPE_3
SHAPE_LIGHT(3)
#endif
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float4 screenPosition : TEXCOORD2;
float3 positionWS : TEXCOORD3;
/*ase_interp(4,):sp=sp;uv0=tc0;*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;4;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;5;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;6;-1;_VTangent*/v.tangent.xyz/*end*/;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
o.texCoord0 = v.uv0;
o.color = v.color;
o.screenPosition = vertexInput.positionNDC;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_local_var:wp*/float3 positionWS = IN.positionWS.xyz;
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
float4 Mask = /*ase_frag_out:Mask;Float4;2;-1;_Mask*/float4(1,1,1,1)/*end*/;
float3 Normal = /*ase_frag_out:Normal;Float3;3;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture);
#endif
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, Mask, surfaceData);
InputData2D inputData;
InitializeInputData(IN.texCoord0.xy, half2(IN.screenPosition.xy / IN.screenPosition.w), inputData);
SETUP_DEBUG_DATA_2D(inputData, positionWS);
return CombinedShapeLightShared(surfaceData, inputData);
Color *= IN.color;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass:SyncP*/
Name "Sprite Normal"
Tags
{
"LightMode" = "NormalsRendering"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0,0
ColorMask RGBA
/*ase_stencil*/
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define VARYINGS_NEED_NORMAL_WS
#define VARYINGS_NEED_TANGENT_WS
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITENORMAL
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/NormalsRenderingShared.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 normalWS : TEXCOORD2;
float4 tangentWS : TEXCOORD3;
float3 bitangentWS : TEXCOORD4;
/*ase_interp(5,):sp=sp;uv0=tc0;c=tc1;wn=tc2;wt=tc3;wbt=tc4*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.texCoord0 = v.uv0;
o.color = v.color;
o.positionCS = vertexInput.positionCS;
float3 normalWS = TransformObjectToWorldNormal(v.normal);
o.normalWS = -GetViewForwardDir();
float4 tangentWS = float4( TransformObjectToWorldDir(v.tangent.xyz), v.tangent.w);
o.tangentWS = normalize(tangentWS);
half crossSign = (tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale();
o.bitangentWS = crossSign * cross(normalWS, tangentWS.xyz) * tangentWS.w;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
float3 Normal = /*ase_frag_out:Normal;Float3;2;-1;_Normal*/float3( 0, 0, 1 )/*end*/;
Color *= IN.color;
return NormalsRenderingShared(Color, Normal, IN.tangentWS.xyz, IN.bitangentWS, IN.normalWS);
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass:SyncP*/
Name "Sprite Forward"
Tags
{
"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0,0
ColorMask RGBA
/*ase_stencil*/
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
/*ase_interp(3,):sp=sp;uv0=tc0;c=tc1*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
o.texCoord0 = v.uv0;
o.color = v.color;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_local_var:wp*/float3 positionWS = IN.positionWS.xyz;
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
Color *= IN.color;
return Color;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_srp_cond_begin:>=140007*/
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
/*ase_srp_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
/*ase_interp(0,):sp=sp*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
int _ObjectId;
int _PassValue;
/*ase_funcs*/
VertexOutput vert(VertexInput v /*ase_vert_input*/)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN/*ase_frag_input*/) : SV_TARGET
{
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_srp_cond_begin:>=140007*/
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
/*ase_srp_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
/*ase_interp(0,):sp=sp*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _SelectionID;
/*ase_funcs*/
VertexOutput vert(VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET
{
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
half4 outColor = unity_SelectionID;
return outColor;
}
ENDHLSL
}
/*ase_pass_end*/
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
FallBack "Hidden/Shader Graph/FallbackError"
}

View File

@@ -0,0 +1,9 @@
fileFormatVersion: 2
guid: 199187dac283dbe4a8cb1ea611d70c58
timeCreated: 1568647145
licenseType: Pro
ShaderImporter:
defaultTextures: []
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,598 @@
Shader /*ase_name*/ "Hidden/Universal/2D Unlit" /*end*/
{
Properties
{
/*ase_props*/
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
/*ase_subshader_options:Name=Additional Options
Option:Vertex Position:Absolute,Relative:Relative
Absolute:SetDefine:ASE_ABSOLUTE_VERTEX_POS 1
Absolute:SetPortName:Sprite Unlit:3,Vertex Position
Relative:RemoveDefine:ASE_ABSOLUTE_VERTEX_POS 1
Relative:SetPortName:Sprite Unlit:3,Vertex Offset
Option:Debug Display:false,true:false
true:SetDefine:pragma multi_compile _ DEBUG_DISPLAY
false,disable:RemoveDefine:pragma multi_compile _ DEBUG_DISPLAY
Option:External Alpha:false,true:false
true:SetDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA
false,disable:RemoveDefine:pragma multi_compile _ ETC1_EXTERNAL_ALPHA
*/
Tags
{
"RenderPipeline" = "UniversalPipeline"
"RenderType" = "Transparent"
"Queue" = "Transparent+0"
}
Cull Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d9 // ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
ENDHLSL
/*ase_pass*/
Pass
{
Name "Sprite Unlit"
Tags
{
"LightMode" = "Universal2D"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0,0
ColorMask RGBA
/*ase_stencil*/
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITEUNLIT
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
/*ase_interp(3,):sp=sp;uv0=tc0;c=tc1*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex);
float _EnableAlphaTexture;
#endif
float4 _RendererColor;
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
o.texCoord0 = v.uv0;
o.color = v.color;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D(_AlphaTex, sampler_AlphaTex, IN.texCoord0.xy);
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture);
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
return Color;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass:SyncP*/
Name "Sprite Unlit Forward"
Tags
{
"LightMode" = "UniversalForward"
}
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZTest LEqual
ZWrite Off
Offset 0,0
ColorMask RGBA
/*ase_stencil*/
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define ATTRIBUTES_NEED_TEXCOORD0
#define ATTRIBUTES_NEED_COLOR
#define VARYINGS_NEED_POSITION_WS
#define VARYINGS_NEED_TEXCOORD0
#define VARYINGS_NEED_COLOR
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_SPRITEFORWARD
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/2D/Include/SurfaceData2D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging2D.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float4 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
float4 uv0 : TEXCOORD0;
float4 color : COLOR;
/*ase_vdata:p=p;n=n;t=t;c=c;uv0=tc0*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
float4 texCoord0 : TEXCOORD0;
float4 color : TEXCOORD1;
float3 positionWS : TEXCOORD2;
/*ase_interp(3,):sp=sp;uv0=tc0;c=tc1*/
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
#if ETC1_EXTERNAL_ALPHA
TEXTURE2D( _AlphaTex ); SAMPLER( sampler_AlphaTex );
float _EnableAlphaTexture;
#endif
float4 _RendererColor;
/*ase_funcs*/
VertexOutput vert( VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3( 0, 0, 0 );
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;3;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
v.normal = /*ase_vert_out:Vertex Normal;Float3;4;-1;_VNormal*/v.normal/*end*/;
v.tangent.xyz = /*ase_vert_out:Vertex Tangent;Float3;5;-1;_VTangent*/v.tangent.xyz/*end*/;
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
o.positionCS = vertexInput.positionCS;
o.positionWS = vertexInput.positionWS;
o.texCoord0 = v.uv0;
o.color = v.color;
return o;
}
half4 frag( VertexOutput IN /*ase_frag_input*/ ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;1;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
#if ETC1_EXTERNAL_ALPHA
float4 alpha = SAMPLE_TEXTURE2D( _AlphaTex, sampler_AlphaTex, IN.texCoord0.xy );
Color.a = lerp( Color.a, alpha.r, _EnableAlphaTexture );
#endif
#if defined(DEBUG_DISPLAY)
SurfaceData2D surfaceData;
InitializeSurfaceData(Color.rgb, Color.a, surfaceData);
InputData2D inputData;
InitializeInputData(IN.positionWS.xy, half2(IN.texCoord0.xy), inputData);
half4 debugColor = 0;
SETUP_DEBUG_DATA_2D(inputData, IN.positionWS);
if (CanDebugOverrideOutputColor(surfaceData, inputData, debugColor))
{
return debugColor;
}
#endif
Color *= IN.color * _RendererColor;
return Color;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "SceneSelectionPass"
Tags
{
"LightMode" = "SceneSelectionPass"
}
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENESELECTIONPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_srp_cond_begin:>=140007*/
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
/*ase_srp_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
/*ase_interp(0,):sp=sp*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
int _ObjectId;
int _PassValue;
/*ase_funcs*/
VertexOutput vert(VertexInput v /*ase_vert_input*/)
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN/*ase_frag_input*/) : SV_TARGET
{
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0);
return outColor;
}
ENDHLSL
}
/*ase_pass*/
Pass
{
/*ase_hide_pass*/
Name "ScenePickingPass"
Tags
{
"LightMode" = "Picking"
}
Cull Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#define _SURFACE_TYPE_TRANSPARENT 1
#define ATTRIBUTES_NEED_NORMAL
#define ATTRIBUTES_NEED_TANGENT
#define FEATURES_GRAPH_VERTEX
#define SHADERPASS SHADERPASS_DEPTHONLY
#define SCENEPICKINGPASS 1
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
/*ase_unity_cond_begin:>=20220316*/
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRendering.hlsl"
/*ase_unity_cond_end*/
/*ase_unity_cond_begin:>=20220316*/
#if ASE_SRP_VERSION >=140009
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
/*ase_unity_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
/*ase_srp_cond_begin:>=140007*/
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
/*ase_srp_cond_end*/
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
/*ase_pragma*/
/*ase_globals*/
struct VertexInput
{
float3 positionOS : POSITION;
float3 normal : NORMAL;
float4 tangent : TANGENT;
/*ase_vdata:p=p;n=n;t=t*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 positionCS : SV_POSITION;
/*ase_interp(0,):sp=sp*/
UNITY_VERTEX_INPUT_INSTANCE_ID
};
float4 _SelectionID;
/*ase_funcs*/
VertexOutput vert(VertexInput v /*ase_vert_input*/ )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
/*ase_vert_code:v=VertexInput;o=VertexOutput*/
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = /*ase_vert_out:Vertex Offset;Float3;1;-1;_Vertex*/defaultVertexValue/*end*/;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.positionOS.xyz = vertexValue;
#else
v.positionOS.xyz += vertexValue;
#endif
VertexPositionInputs vertexInput = GetVertexPositionInputs(v.positionOS.xyz);
float3 positionWS = TransformObjectToWorld(v.positionOS);
o.positionCS = TransformWorldToHClip(positionWS);
return o;
}
half4 frag(VertexOutput IN /*ase_frag_input*/) : SV_TARGET
{
/*ase_frag_code:IN=VertexOutput*/
float4 Color = /*ase_frag_out:Color;Float4;0;-1;_Color*/float4( 1, 1, 1, 1 )/*end*/;
half4 outColor = unity_SelectionID;
return outColor;
}
ENDHLSL
}
/*ase_pass_end*/
}
CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI"
FallBack "Hidden/Shader Graph/FallbackError"
}

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