[ASSETS] Cozy Weather

This commit is contained in:
IDMhan 2024-03-18 11:40:36 +09:00
parent a454ab076b
commit 707333453e
1616 changed files with 2907812 additions and 40098 deletions

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Audio clips used with permission from mixkit.co under their license. Visit their website for more information on their license: https://mixkit.co/license/#sfxFree

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// Made with Amplify Shader Editor v1.9.0.2
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Stylized Butterfly"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[ASEBegin][HDR]_MainColor("Main Color", Color) = (1,0.7678657,0,1)
_Texture("Texture", 2D) = "white" {}
_SwaySpeed("Sway Speed", Float) = 0
[ASEEnd]_SwayAmount("Sway Amount", Float) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent" }
Cull Off
AlphaToMask Off
HLSLINCLUDE
#pragma target 2.0
#pragma prefer_hlslcc gles
#pragma exclude_renderers d3d11_9x
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 110000
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
#ifdef ASE_FOG
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainColor;
float4 _Texture_ST;
float _SwaySpeed;
float _SwayAmount;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
sampler2D _Texture;
VertexOutput VertexFunction ( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord3.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = ( float3(0,1,0) * sin( ( v.ase_texcoord1.x * _SwaySpeed ) ) * _SwayAmount * v.ase_color.r );
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float4 positionCS = TransformWorldToHClip( positionWS );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
#ifdef ASE_FOG
o.fogFactor = ComputeFogFactor( positionCS.z );
#endif
o.clipPos = positionCS;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_color = v.ase_color;
o.ase_texcoord = v.ase_texcoord;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
o.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag ( VertexOutput IN ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float2 uv_Texture = IN.ase_texcoord3.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode6 = tex2D( _Texture, uv_Texture );
clip( tex2DNode6.a - 0.5);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( _MainColor * tex2DNode6 ).rgb;
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
clip( Alpha - AlphaClipThreshold );
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#ifdef ASE_FOG
Color = MixFog( Color, IN.fogFactor );
#endif
return half4( Color, Alpha );
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags { "LightMode"="ShadowCaster" }
ZWrite On
ZTest LEqual
AlphaToMask Off
ColorMask 0
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 110000
#pragma vertex vert
#pragma fragment frag
#if ASE_SRP_VERSION >= 110000
#pragma multi_compile _ _CASTING_PUNCTUAL_LIGHT_SHADOW
#endif
#define SHADERPASS SHADERPASS_SHADOWCASTER
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainColor;
float4 _Texture_ST;
float _SwaySpeed;
float _SwayAmount;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float3 _LightDirection;
#if ASE_SRP_VERSION >= 110000
float3 _LightPosition;
#endif
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = ( float3(0,1,0) * sin( ( v.ase_texcoord1.x * _SwaySpeed ) ) * _SwayAmount * v.ase_color.r );
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
float3 normalWS = TransformObjectToWorldDir( v.ase_normal );
#if ASE_SRP_VERSION >= 110000
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
#else
float3 lightDirectionWS = _LightDirection;
#endif
float4 clipPos = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, UNITY_NEAR_CLIP_VALUE);
#endif
#else
float4 clipPos = TransformWorldToHClip( ApplyShadowBias( positionWS, normalWS, _LightDirection ) );
#if UNITY_REVERSED_Z
clipPos.z = min(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#else
clipPos.z = max(clipPos.z, clipPos.w * UNITY_NEAR_CLIP_VALUE);
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = clipPos;
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID( IN );
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
#ifdef _ALPHATEST_ON
#ifdef _ALPHATEST_SHADOW_ON
clip(Alpha - AlphaClipThresholdShadow);
#else
clip(Alpha - AlphaClipThreshold);
#endif
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags { "LightMode"="DepthOnly" }
ZWrite On
ColorMask 0
AlphaToMask Off
HLSLPROGRAM
#pragma multi_compile_instancing
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_SRP_VERSION 110000
#pragma vertex vert
#pragma fragment frag
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 worldPos : TEXCOORD0;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 _MainColor;
float4 _Texture_ST;
float _SwaySpeed;
float _SwayAmount;
#ifdef TESSELLATION_ON
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = ( float3(0,1,0) * sin( ( v.ase_texcoord1.x * _SwaySpeed ) ) * _SwayAmount * v.ase_color.r );
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
o.worldPos = positionWS;
#endif
o.clipPos = TransformWorldToHClip( positionWS );
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = o.clipPos;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
return o;
}
#if defined(TESSELLATION_ON)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_texcoord1 = v.ase_texcoord1;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_texcoord1 = patch[0].ase_texcoord1 * bary.x + patch[1].ase_texcoord1 * bary.y + patch[2].ase_texcoord1 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
half4 frag(VertexOutput IN ) : SV_TARGET
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( IN );
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
float3 WorldPosition = IN.worldPos;
#endif
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#endif
#endif
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
return 0;
}
ENDHLSL
}
}
CustomEditor "UnityEditor.ShaderGraph.PBRMasterGUI"
Fallback "Hidden/InternalErrorShader"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Distant Lands/Cozy/Stylized Surface Shader"
{
Properties
{
_MainColor("Main Color", Color) = (1,1,1,1)
_Albedo("Albedo", 2D) = "white" {}
[HDR]_EmissionColor("Emission Color", Color) = (1,1,1,1)
_Emission("Emission", 2D) = "white" {}
_Normal("Normal", 2D) = "white" {}
_SmoothnessMultiplier("Smoothness Multiplier", Range( 0 , 1)) = 0.5
_Smoothness("Smoothness", 2D) = "white" {}
_MetallicMultiplier("Metallic Multiplier", Range( 0 , 1)) = 0.5
_Metallic("Metallic", 2D) = "white" {}
_SnowAttraction("Snow Attraction", Range( 0 , 1)) = 0
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "Opaque" "Queue" = "Geometry+0" "IsEmissive" = "true" }
Cull Back
CGINCLUDE
#include "UnityPBSLighting.cginc"
#include "Lighting.cginc"
#pragma target 3.0
#ifdef UNITY_PASS_SHADOWCASTER
#undef INTERNAL_DATA
#undef WorldReflectionVector
#undef WorldNormalVector
#define INTERNAL_DATA half3 internalSurfaceTtoW0; half3 internalSurfaceTtoW1; half3 internalSurfaceTtoW2;
#define WorldReflectionVector(data,normal) reflect (data.worldRefl, half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal)))
#define WorldNormalVector(data,normal) half3(dot(data.internalSurfaceTtoW0,normal), dot(data.internalSurfaceTtoW1,normal), dot(data.internalSurfaceTtoW2,normal))
#endif
struct Input
{
float2 uv_texcoord;
float3 worldNormal;
INTERNAL_DATA
float3 worldPos;
};
uniform sampler2D _Normal;
uniform float4 _Normal_ST;
uniform float4 CZY_SnowColor;
uniform sampler2D CZY_SnowTexture;
uniform float4 CZY_SnowTexture_ST;
uniform float4 _MainColor;
uniform sampler2D _Albedo;
uniform float4 _Albedo_ST;
uniform float CZY_SnowScale;
uniform float _SnowAttraction;
uniform float CZY_SnowAmount;
uniform float4 _EmissionColor;
uniform sampler2D _Emission;
uniform float4 _Emission_ST;
uniform float _MetallicMultiplier;
uniform sampler2D _Metallic;
uniform float4 _Metallic_ST;
uniform float CZY_PuddleScale;
uniform float CZY_WetnessAmount;
uniform float _SmoothnessMultiplier;
uniform sampler2D _Smoothness;
uniform float4 _Smoothness_ST;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float2 voronoihash5_g8( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi5_g8( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash5_g8( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
float2 voronoihash1_g7( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi1_g7( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash1_g7( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return (F2 + F1) * 0.5;
}
float2 voronoihash8_g7( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi8_g7( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash8_g7( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Normal = i.uv_texcoord * _Normal_ST.xy + _Normal_ST.zw;
float4 Normal16 = tex2D( _Normal, uv_Normal );
o.Normal = Normal16.rgb;
float2 uvCZY_SnowTexture = i.uv_texcoord * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw;
float2 uv_Albedo = i.uv_texcoord * _Albedo_ST.xy + _Albedo_ST.zw;
float3 ase_worldNormal = WorldNormalVector( i, float3( 0, 0, 1 ) );
float3 ase_worldPos = i.worldPos;
float2 appendResult3_g8 = (float2(ase_worldPos.x , ase_worldPos.z));
float temp_output_6_0_g8 = ( 1.0 / CZY_SnowScale );
float simplePerlin2D7_g8 = snoise( appendResult3_g8*temp_output_6_0_g8 );
simplePerlin2D7_g8 = simplePerlin2D7_g8*0.5 + 0.5;
float time5_g8 = 0.0;
float2 voronoiSmoothId5_g8 = 0;
float2 coords5_g8 = appendResult3_g8 * ( temp_output_6_0_g8 / 0.1 );
float2 id5_g8 = 0;
float2 uv5_g8 = 0;
float voroi5_g8 = voronoi5_g8( coords5_g8, time5_g8, id5_g8, uv5_g8, 0, voronoiSmoothId5_g8 );
float4 lerpResult19_g8 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , ( _MainColor * tex2D( _Albedo, uv_Albedo ) ) , ( ( pow( ( pow( ase_worldNormal.y , 7.0 ) * ( simplePerlin2D7_g8 * ( 1.0 - voroi5_g8 ) ) ) , 0.5 ) * _SnowAttraction ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
float4 Albedo11 = lerpResult19_g8;
o.Albedo = Albedo11.rgb;
float2 uv_Emission = i.uv_texcoord * _Emission_ST.xy + _Emission_ST.zw;
float4 Emission12 = ( _EmissionColor * tex2D( _Emission, uv_Emission ) );
o.Emission = Emission12.rgb;
float2 uv_Metallic = i.uv_texcoord * _Metallic_ST.xy + _Metallic_ST.zw;
float4 Metallic24 = ( _MetallicMultiplier * tex2D( _Metallic, uv_Metallic ) );
o.Metallic = Metallic24.r;
float temp_output_5_0_g7 = ( 1.0 / CZY_PuddleScale );
float time1_g7 = 0.0;
float2 voronoiSmoothId1_g7 = 0;
float2 appendResult3_g7 = (float2(ase_worldPos.x , ase_worldPos.z));
float2 coords1_g7 = appendResult3_g7 * temp_output_5_0_g7;
float2 id1_g7 = 0;
float2 uv1_g7 = 0;
float voroi1_g7 = voronoi1_g7( coords1_g7, time1_g7, id1_g7, uv1_g7, 0, voronoiSmoothId1_g7 );
float time8_g7 = 2.16;
float2 voronoiSmoothId8_g7 = 0;
float2 coords8_g7 = i.uv_texcoord * ( temp_output_5_0_g7 * 3.0 );
float2 id8_g7 = 0;
float2 uv8_g7 = 0;
float voroi8_g7 = voronoi8_g7( coords8_g7, time8_g7, id8_g7, uv8_g7, 0, voronoiSmoothId8_g7 );
float2 uv_Smoothness = i.uv_texcoord * _Smoothness_ST.xy + _Smoothness_ST.zw;
float Smoothness18 = ( ( ase_worldNormal.y * 2.0 * ( (1.0 + (voroi1_g7 - 0.0) * (0.0 - 1.0) / (0.4 - 0.0)) + (0.1 + (voroi8_g7 - 0.0) * (-0.3 - 0.1) / (0.21 - 0.0)) ) * (0.3 + (CZY_WetnessAmount - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) ) > ( 1.0 - ( CZY_WetnessAmount * ( _SmoothnessMultiplier * tex2D( _Smoothness, uv_Smoothness ) ).r ) ) ? 1.0 : 0.0 );
o.Smoothness = Smoothness18;
o.Alpha = 1;
}
ENDCG
CGPROGRAM
#pragma surface surf Standard keepalpha fullforwardshadows
ENDCG
Pass
{
Name "ShadowCaster"
Tags{ "LightMode" = "ShadowCaster" }
ZWrite On
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0
#pragma multi_compile_shadowcaster
#pragma multi_compile UNITY_PASS_SHADOWCASTER
#pragma skip_variants FOG_LINEAR FOG_EXP FOG_EXP2
#include "HLSLSupport.cginc"
#if ( SHADER_API_D3D11 || SHADER_API_GLCORE || SHADER_API_GLES || SHADER_API_GLES3 || SHADER_API_METAL || SHADER_API_VULKAN )
#define CAN_SKIP_VPOS
#endif
#include "UnityCG.cginc"
#include "Lighting.cginc"
#include "UnityPBSLighting.cginc"
struct v2f
{
V2F_SHADOW_CASTER;
float2 customPack1 : TEXCOORD1;
float4 tSpace0 : TEXCOORD2;
float4 tSpace1 : TEXCOORD3;
float4 tSpace2 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
v2f vert( appdata_full v )
{
v2f o;
UNITY_SETUP_INSTANCE_ID( v );
UNITY_INITIALIZE_OUTPUT( v2f, o );
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
UNITY_TRANSFER_INSTANCE_ID( v, o );
Input customInputData;
float3 worldPos = mul( unity_ObjectToWorld, v.vertex ).xyz;
half3 worldNormal = UnityObjectToWorldNormal( v.normal );
half3 worldTangent = UnityObjectToWorldDir( v.tangent.xyz );
half tangentSign = v.tangent.w * unity_WorldTransformParams.w;
half3 worldBinormal = cross( worldNormal, worldTangent ) * tangentSign;
o.tSpace0 = float4( worldTangent.x, worldBinormal.x, worldNormal.x, worldPos.x );
o.tSpace1 = float4( worldTangent.y, worldBinormal.y, worldNormal.y, worldPos.y );
o.tSpace2 = float4( worldTangent.z, worldBinormal.z, worldNormal.z, worldPos.z );
o.customPack1.xy = customInputData.uv_texcoord;
o.customPack1.xy = v.texcoord;
TRANSFER_SHADOW_CASTER_NORMALOFFSET( o )
return o;
}
half4 frag( v2f IN
#if !defined( CAN_SKIP_VPOS )
, UNITY_VPOS_TYPE vpos : VPOS
#endif
) : SV_Target
{
UNITY_SETUP_INSTANCE_ID( IN );
Input surfIN;
UNITY_INITIALIZE_OUTPUT( Input, surfIN );
surfIN.uv_texcoord = IN.customPack1.xy;
float3 worldPos = float3( IN.tSpace0.w, IN.tSpace1.w, IN.tSpace2.w );
half3 worldViewDir = normalize( UnityWorldSpaceViewDir( worldPos ) );
surfIN.worldPos = worldPos;
surfIN.worldNormal = float3( IN.tSpace0.z, IN.tSpace1.z, IN.tSpace2.z );
surfIN.internalSurfaceTtoW0 = IN.tSpace0.xyz;
surfIN.internalSurfaceTtoW1 = IN.tSpace1.xyz;
surfIN.internalSurfaceTtoW2 = IN.tSpace2.xyz;
SurfaceOutputStandard o;
UNITY_INITIALIZE_OUTPUT( SurfaceOutputStandard, o )
surf( surfIN, o );
#if defined( CAN_SKIP_VPOS )
float2 vpos = IN.pos;
#endif
SHADOW_CASTER_FRAGMENT( IN )
}
ENDCG
}
}
Fallback "Diffuse"
CustomEditor "ASEMaterialInspector"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Distant Lands/Cozy/Stylized Terrain Add Pass"
{
Properties
{
[HideInInspector]_TerrainHolesTexture("_TerrainHolesTexture", 2D) = "white" {}
[HideInInspector]_Control("Control", 2D) = "white" {}
[HideInInspector]_Splat3("Splat3", 2D) = "white" {}
[HideInInspector]_Splat2("Splat2", 2D) = "white" {}
[HideInInspector]_Splat1("Splat1", 2D) = "white" {}
[HideInInspector]_Splat0("Splat0", 2D) = "white" {}
[HideInInspector]_Normal0("Normal0", 2D) = "white" {}
[HideInInspector]_Normal1("Normal1", 2D) = "white" {}
[HideInInspector]_Normal2("Normal2", 2D) = "white" {}
[HideInInspector]_Normal3("Normal3", 2D) = "white" {}
[HideInInspector]_Smoothness3("Smoothness3", Range( 0 , 1)) = 1
[HideInInspector]_Smoothness1("Smoothness1", Range( 0 , 1)) = 1
[HideInInspector]_Smoothness0("Smoothness0", Range( 0 , 1)) = 1
[HideInInspector]_Smoothness2("Smoothness2", Range( 0 , 1)) = 1
[HideInInspector]_Mask2("_Mask2", 2D) = "white" {}
[HideInInspector]_Mask0("_Mask0", 2D) = "white" {}
[HideInInspector]_Mask1("_Mask1", 2D) = "white" {}
[HideInInspector]_Mask3("_Mask3", 2D) = "white" {}
[HideInInspector] _texcoord( "", 2D ) = "white" {}
[HideInInspector] __dirty( "", Int ) = 1
}
SubShader
{
Tags{ "RenderType" = "TransparentCutout" "Queue" = "AlphaTest-99" "IgnoreProjector"="True" }
Cull Back
CGPROGRAM
#pragma target 3.0
#define TERRAIN_SPLAT_ADDPASS
#define TERRAIN_STANDARD_SHADER
#pragma multi_compile_local __ _ALPHATEST_ON
#pragma shader_feature_local _MASKMAP
#pragma surface surf Standard keepalpha decal:add
struct Input
{
float2 uv_texcoord;
};
uniform sampler2D _Mask2;
uniform sampler2D _Mask0;
uniform sampler2D _Mask1;
uniform sampler2D _Mask3;
uniform float4 _MaskMapRemapScale0;
uniform float4 _MaskMapRemapOffset2;
uniform float4 _MaskMapRemapScale2;
uniform float4 _MaskMapRemapScale1;
uniform float4 _MaskMapRemapOffset1;
uniform float4 _MaskMapRemapScale3;
uniform float4 _MaskMapRemapOffset3;
uniform float4 _MaskMapRemapOffset0;
uniform sampler2D _Control;
uniform float4 _Control_ST;
uniform sampler2D _Normal0;
uniform sampler2D _Splat0;
uniform float4 _Splat0_ST;
uniform sampler2D _Normal1;
uniform sampler2D _Splat1;
uniform float4 _Splat1_ST;
uniform sampler2D _Normal2;
uniform sampler2D _Splat2;
uniform float4 _Splat2_ST;
uniform sampler2D _Normal3;
uniform sampler2D _Splat3;
uniform float4 _Splat3_ST;
uniform float _Smoothness0;
uniform float _Smoothness1;
uniform float _Smoothness2;
uniform float _Smoothness3;
uniform sampler2D _TerrainHolesTexture;
uniform float4 _TerrainHolesTexture_ST;
void surf( Input i , inout SurfaceOutputStandard o )
{
float2 uv_Control = i.uv_texcoord * _Control_ST.xy + _Control_ST.zw;
float4 tex2DNode5_g69 = tex2D( _Control, uv_Control );
float dotResult20_g69 = dot( tex2DNode5_g69 , float4(1,1,1,1) );
float SplatWeight22_g69 = dotResult20_g69;
float localSplatClip74_g69 = ( SplatWeight22_g69 );
float SplatWeight74_g69 = SplatWeight22_g69;
{
#if !defined(SHADER_API_MOBILE) && defined(TERRAIN_SPLAT_ADDPASS)
clip(SplatWeight74_g69 == 0.0f ? -1 : 1);
#endif
}
float4 SplatControl26_g69 = ( tex2DNode5_g69 / ( localSplatClip74_g69 + 0.001 ) );
float4 temp_output_59_0_g69 = SplatControl26_g69;
float2 uv_Splat0 = i.uv_texcoord * _Splat0_ST.xy + _Splat0_ST.zw;
float2 uv_Splat1 = i.uv_texcoord * _Splat1_ST.xy + _Splat1_ST.zw;
float2 uv_Splat2 = i.uv_texcoord * _Splat2_ST.xy + _Splat2_ST.zw;
float2 uv_Splat3 = i.uv_texcoord * _Splat3_ST.xy + _Splat3_ST.zw;
float4 weightedBlendVar8_g69 = temp_output_59_0_g69;
float4 weightedBlend8_g69 = ( weightedBlendVar8_g69.x*tex2D( _Normal0, uv_Splat0 ) + weightedBlendVar8_g69.y*tex2D( _Normal1, uv_Splat1 ) + weightedBlendVar8_g69.z*tex2D( _Normal2, uv_Splat2 ) + weightedBlendVar8_g69.w*tex2D( _Normal3, uv_Splat3 ) );
float3 temp_output_61_0_g69 = UnpackNormal( weightedBlend8_g69 );
o.Normal = temp_output_61_0_g69;
float4 appendResult33_g69 = (float4(1.0 , 1.0 , 1.0 , _Smoothness0));
float4 tex2DNode4_g69 = tex2D( _Splat0, uv_Splat0 );
float3 _Vector1 = float3(1,1,1);
float4 appendResult258_g69 = (float4(_Vector1 , 1.0));
float4 tintLayer0253_g69 = appendResult258_g69;
float4 appendResult36_g69 = (float4(1.0 , 1.0 , 1.0 , _Smoothness1));
float4 tex2DNode3_g69 = tex2D( _Splat1, uv_Splat1 );
float3 _Vector2 = float3(1,1,1);
float4 appendResult261_g69 = (float4(_Vector2 , 1.0));
float4 tintLayer1254_g69 = appendResult261_g69;
float4 appendResult39_g69 = (float4(1.0 , 1.0 , 1.0 , _Smoothness2));
float4 tex2DNode6_g69 = tex2D( _Splat2, uv_Splat2 );
float3 _Vector3 = float3(1,1,1);
float4 appendResult263_g69 = (float4(_Vector3 , 1.0));
float4 tintLayer2255_g69 = appendResult263_g69;
float4 appendResult42_g69 = (float4(1.0 , 1.0 , 1.0 , _Smoothness3));
float4 tex2DNode7_g69 = tex2D( _Splat3, uv_Splat3 );
float3 _Vector4 = float3(1,1,1);
float4 appendResult265_g69 = (float4(_Vector4 , 1.0));
float4 tintLayer3256_g69 = appendResult265_g69;
float4 weightedBlendVar9_g69 = temp_output_59_0_g69;
float4 weightedBlend9_g69 = ( weightedBlendVar9_g69.x*( appendResult33_g69 * tex2DNode4_g69 * tintLayer0253_g69 ) + weightedBlendVar9_g69.y*( appendResult36_g69 * tex2DNode3_g69 * tintLayer1254_g69 ) + weightedBlendVar9_g69.z*( appendResult39_g69 * tex2DNode6_g69 * tintLayer2255_g69 ) + weightedBlendVar9_g69.w*( appendResult42_g69 * tex2DNode7_g69 * tintLayer3256_g69 ) );
float4 MixDiffuse28_g69 = weightedBlend9_g69;
float4 temp_output_60_0_g69 = MixDiffuse28_g69;
float4 localClipHoles100_g69 = ( temp_output_60_0_g69 );
float2 uv_TerrainHolesTexture = i.uv_texcoord * _TerrainHolesTexture_ST.xy + _TerrainHolesTexture_ST.zw;
float holeClipValue99_g69 = tex2D( _TerrainHolesTexture, uv_TerrainHolesTexture ).r;
float Hole100_g69 = holeClipValue99_g69;
{
#ifdef _ALPHATEST_ON
clip(Hole100_g69 == 0.0f ? -1 : 1);
#endif
}
o.Albedo = localClipHoles100_g69.xyz;
o.Alpha = 1;
}
ENDCG
}
Fallback "Diffuse"
}
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// Made with Amplify Shader Editor
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Transparency Example"
{
Properties
{
_MainColor("Main Color", Color) = (1,1,1,1)
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
CGINCLUDE
#pragma target 3.0
ENDCG
Blend Off
AlphaToMask Off
Cull Back
ColorMask RGBA
ZWrite On
ZTest LEqual
Offset 0 , 0
Pass
{
Name "Unlit"
Tags { "LightMode"="ForwardBase" }
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 vertex vert
#pragma fragment frag
#pragma multi_compile_instancing
#include "UnityCG.cginc"
#include "UnityShaderVariables.cginc"
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct appdata
{
float4 vertex : POSITION;
float4 color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
#ifdef ASE_NEEDS_FRAG_WORLD_POSITION
float3 worldPos : TEXCOORD0;
#endif
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
uniform float4 _MainColor;
uniform float4 CZY_FogColor1;
uniform float4 CZY_FogColor2;
uniform float CZY_FogDepthMultiplier;
uniform float CZY_ColorStart1;
uniform float4 CZY_FogColor3;
uniform float CZY_ColorStart2;
uniform float4 CZY_FogColor4;
uniform float CZY_ColorStart3;
uniform float4 CZY_FogColor5;
uniform float CZY_ColorStart4;
uniform float4 CZY_LightColor;
uniform float3 CZY_SunDirection;
uniform half CZY_LightIntensity;
uniform half CZY_LightFalloff;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 RGBToHSV(float3 c)
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float e = 1.0e-10;
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v2f vert ( appdata v )
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v2f o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
UNITY_TRANSFER_INSTANCE_ID(v, o);
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#if ASE_ABSOLUTE_VERTEX_POS
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fixed4 frag (v2f i ) : SV_Target
{
UNITY_SETUP_INSTANCE_ID(i);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
fixed4 finalColor;
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half LightMask27_g1 = saturate( pow( abs( ( (dotResult6_g1*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
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ENDCG
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CustomEditor "ASEMaterialInspector"
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using System;
// Distant Lands 2022.
using DistantLands.Cozy.Data;
using System.Collections.Generic;
#if UNITY_EDITOR
using UnityEditor;
#endif
using UnityEngine;
namespace DistantLands.Cozy.Data
{
[System.Serializable]
[CreateAssetMenu(menuName = "Distant Lands/Cozy/Forecast Profile", order = 361)]
public class ForecastProfile : ScriptableObject
{
[Tooltip("The weather profiles that this profile will forecast.")]
public List<WeatherProfile> profilesToForecast;
[Tooltip("The weather profile that this profile will forecast initially.")]
public WeatherProfile initialProfile;
[Tooltip("The weather profiles that this profile will forecast initially.")]
public List<CozyEcosystem.WeatherPattern> initialForecast;
public enum StartWeatherWith { random, initialProfile, initialForecast }
public StartWeatherWith startWeatherWith;
[Tooltip("The amount of weather profiles to forecast ahead.")]
public int forecastLength;
}
}
#if UNITY_EDITOR
[CustomEditor(typeof(ForecastProfile))]
[CanEditMultipleObjects]
public class E_ForecastProfile : Editor
{
SerializedProperty profilesToForecast;
SerializedProperty forecastLength;
SerializedProperty startWeatherWith;
SerializedProperty startWithRandomWeather;
ForecastProfile prof;
Vector2 scrollPos;
void OnEnable()
{
profilesToForecast = serializedObject.FindProperty("profilesToForecast");
forecastLength = serializedObject.FindProperty("forecastLength");
startWithRandomWeather = serializedObject.FindProperty("startWeatherWith");
prof = (ForecastProfile)target;
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(profilesToForecast);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(startWithRandomWeather);
if (startWithRandomWeather.enumValueIndex == (int)ForecastProfile.StartWeatherWith.initialProfile)
EditorGUILayout.PropertyField(serializedObject.FindProperty("initialProfile"));
if (startWithRandomWeather.enumValueIndex == (int)ForecastProfile.StartWeatherWith.initialForecast)
EditorGUILayout.PropertyField(serializedObject.FindProperty("initialForecast"), true);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(forecastLength, new GUIContent("Profiles to Forecast Ahead"));
serializedObject.ApplyModifiedProperties();
}
}
#endif

View File

@ -1,35 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
[InitializeOnLoad]
public class E_AddCozyDefines : Editor
{
/// <summary>
/// Symbols that will be added to the editor
/// </summary>
public static readonly string[] Symbols = new string[] {
"DISTANT_LANDS",
"COZY_WEATHER",
"COZY_URP"
};
/// <summary>
/// Add define symbols as soon as Unity gets done compiling.
/// </summary>
static E_AddCozyDefines()
{
string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
List<string> allDefines = definesString.Split(';').ToList();
allDefines.AddRange(Symbols.Except(allDefines));
PlayerSettings.SetScriptingDefineSymbolsForGroup(
EditorUserBuildSettings.selectedBuildTargetGroup,
string.Join(";", allDefines.ToArray()));
}
}

View File

@ -1,89 +0,0 @@
// Distant Lands 2022.
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using DistantLands.Cozy.Data;
namespace DistantLands.Cozy.EditorScripts
{
public class E_CozyEditor : EditorWindow
{
public Texture titleWindow;
public Vector2 scrollPos;
public CozyWeather headUnit;
public Editor editor;
[MenuItem("Distant Lands/Cozy/Open Cozy Editor", false, 0)]
static void Init()
{
E_CozyEditor window = (E_CozyEditor)EditorWindow.GetWindow(typeof(E_CozyEditor), false, "COZY: Weather");
window.minSize = new Vector2(400, 500);
window.Show();
}
private void OnGUI()
{
GUI.DrawTexture(new Rect(0, 0, position.width, position.width * 1 / 3), titleWindow);
EditorGUILayout.Space(position.width * 1 / 3);
EditorGUILayout.Space(10);
EditorGUILayout.Separator();
EditorGUI.indentLevel = 1;
scrollPos = EditorGUILayout.BeginScrollView(scrollPos);
if (headUnit == null)
{
if (CozyWeather.instance)
{
headUnit = CozyWeather.instance;
editor = Editor.CreateEditor(headUnit);
}
else
{
if (GUILayout.Button("Setup COZY"))
E_CozyMenuItems.CozySetupScene();
EditorGUILayout.EndScrollView();
return;
}
}
if (editor)
editor.OnInspectorGUI();
else if (headUnit)
editor = Editor.CreateEditor(headUnit);
EditorGUILayout.EndScrollView();
}
public static List<T> GetAssets<T>(string[] _foldersToSearch, string _filter) where T : UnityEngine.Object
{
string[] guids = AssetDatabase.FindAssets(_filter, _foldersToSearch);
List<T> a = new List<T>();
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
a.Add(AssetDatabase.LoadAssetAtPath<T>(path));
}
return a;
}
}
}

View File

@ -1,13 +0,0 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
public class EmptyShaderGUI : MaterialEditor
{
public override void OnInspectorGUI()
{
EditorGUILayout.HelpBox("Material generated at runtime by COZY: Stylized Weather 2. Edit material properties within COZY's editor", MessageType.Info);
}
}

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Thank you for purchasing COZY: Stylized Weather 3! I hope that this asset serves you well and you find it useful for your projects.
Online documentation is hosted on GitBooks: https://distant-lands.gitbook.io/cozy-stylized-weather-documentation/
Take a look at our roadmap on Trello: https://trello.com/b/hKDB8M7f/cozy-weather
Connect with our community and recieve quick support on the Discord server: https://discord.gg/HWGU4hj
Send me an email for support: distantlands.productions@gmail.com
If you have any issues or requests please feel free to reach out to me. Best of luck with your projects and enjoy the skies
Cheers!
Keller Bowman | Distant Lands

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uploadId: 633375
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