[ASSETS] Saloon

This commit is contained in:
IDMhan 2024-01-23 02:02:28 +09:00
parent 5160d4312a
commit 779ffc82f2
80 changed files with 134308 additions and 2360 deletions

View File

@ -213,6 +213,17 @@ PrefabInstance:
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@ -1443,7 +1454,7 @@ Transform:
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@ -4628,7 +4639,7 @@ MonoBehaviour:
m_Calls:
- m_Target: {fileID: 2044885316}
m_TargetAssemblyTypeName: BlueWaterProject.TycoonPlayer, Assembly-CSharp
m_MethodName: TakeFoodFromKitchen
m_MethodName: TakeBeer
m_Mode: 1
m_Arguments:
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@ -6414,7 +6425,7 @@ Transform:
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m_LocalScale: {x: 1, y: 1, z: 1}
m_ConstrainProportionsScale: 0
@ -16628,7 +16639,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
_persistent: 0
<PlayerInventory>k__BackingField:
fishInfoList: []
items: []
mouseSpot: {fileID: 1347266192824951316, guid: 049de7a77e0534ced92b672937a0f8db,
type: 3}
boat: {fileID: 2987405546353765599, guid: 96173da392e9a408d9aea814b4cfe00e, type: 3}
@ -16662,6 +16673,7 @@ MonoBehaviour:
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onion: {fileID: 21300000, guid: 233ac10101b42b544b2a3ad690d7c1e5, type: 3}
kingCrabMeat: {fileID: 21300000, guid: c50d1b320514b489ea74e8371af318a2, type: 3}
beer: {fileID: 21300000, guid: 05e171f65661a0e4a8b9cd1c2a6f0943, type: 3}
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@ -80,6 +80,19 @@ TextureImporter:
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androidETC2FallbackOverride: 0
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@ -9,8 +9,6 @@ Material:
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@ -19,7 +17,6 @@ Material:
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -174,4 +171,3 @@ Material:
- _SunDirection1: {r: 0, g: 0, b: 0, a: 0}
- _VariationWindDirection: {r: 1, g: 0, b: 5, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1

View File

@ -225,7 +225,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -280,9 +279,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
sampler2D CZY_CirrostratusTexture;
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -494,19 +490,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -515,10 +498,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -826,18 +805,10 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
clip( FinalAlpha408 - Clipping515);
float4 FinalCloudColor351 = lerpResult522;
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = FinalCloudColor351.rgb;
float Alpha = ( 1.0 - localHLSL20_g65 );
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -916,7 +887,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -932,25 +903,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float3 _LightDirection;
float3 _LightPosition;
@ -961,9 +916,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
@ -1114,16 +1066,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
#endif
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( 1.0 - localHLSL20_g65 );
float Alpha = 1;
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -1188,7 +1133,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1204,25 +1149,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
@ -1230,9 +1159,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
@ -1366,16 +1292,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
#endif
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( 1.0 - localHLSL20_g65 );
float Alpha = 1;
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -1434,7 +1353,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1450,25 +1369,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
@ -1487,9 +1390,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
@ -1597,16 +1497,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g65 );
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1665,7 +1558,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1681,25 +1574,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
@ -1718,9 +1595,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
@ -1823,16 +1697,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g65 );
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1901,7 +1768,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
{
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1917,25 +1784,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
float Alpha;
@ -1951,9 +1802,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
@ -2063,16 +1911,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g65 );
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2142,7 +1983,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
{
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2157,25 +1998,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
float _TessMaxDisp;
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
float Alpha;
@ -2191,9 +2016,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
@ -2303,16 +2125,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g65 );
surfaceDescription.Alpha = 1;
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2403,12 +2218,12 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode;797;-2912,-4528;Inherit;False;Moon
Node;AmplifyShaderEditor.FunctionNode;813;-3841.155,-4333.999;Inherit;False;Filter Color;-1;;1;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,0;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;814;-3888,-4512;Inherit;False;Filter Color;-1;;2;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;815;-3120,-4528;Inherit;False;Filter Color;-1;;3;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;36;-4144,-4512;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;True;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;36;-4144,-4512;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;True;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.9776345,0.9776345,0.9776345,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;52;-4144,-4336;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;1;2;[HideInInspector];[HDR];Create;True;0;0;0;False;0;False;1,1,1,0;4.919352,4.204114,3.550287,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;70;-3392,-4224;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;4.42;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;263;-3408,-3968;Half;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;19.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;375;-2588.193,-4479.109;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;5;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0.2;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;260;-3865.421,-3964.893;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;-0.1283024,0.8779178,-0.4613011;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;375;-2588.193,-4479.109;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;5;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0.16;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;260;-3865.421,-3964.893;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0.5211577,0.7329126,0.4373034;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector2Node;67;-160.9557,-410.9344;Inherit;False;Constant;_CloudWind2;Cloud Wind 2;14;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.3,0.2;0.1,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.GetLocalVarNode;156;-158.4826,-479.7553;Inherit;False;152;TIme;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;65;293.5053,-376.8996;Inherit;False;2;0;FLOAT;140;False;1;FLOAT;0;False;1;FLOAT;0
@ -2692,14 +2507,14 @@ Node;AmplifyShaderEditor.GetLocalVarNode;511;2240,1008;Inherit;False;332;CloudCo
Node;AmplifyShaderEditor.RegisterLocalVarNode;512;2592,1072;Inherit;False;CirrusCustomLightColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;816;2160,1120;Inherit;False;Filter Color;-1;;4;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.Vector2Node;62;-154.5866,-604.686;Inherit;False;Constant;_CloudWind1;Cloud Wind 1;13;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.2,-0.4;0.6,-0.8;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;43;36.27663,333.869;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;1.81;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;46;698.9319,344.7032;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;43;36.27663,333.869;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;1.43;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;46;698.9319,344.7032;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;30;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;91;-154.8089,298.2306;Inherit;False;Constant;_DetailWind;Detail Wind;17;0;Create;True;0;0;0;False;0;False;0.3,0.2;0.3,0.8;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;391;3488,-128;Inherit;False;Global;CZY_BorderVariation;CZY_BorderVariation;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.95;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;387;3488,-240;Inherit;False;Global;CZY_BorderHeight;CZY_BorderHeight;4;2;[HideInInspector];[Header];Create;False;1;Border Clouds;0;0;False;0;False;1;0.553;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;41;35.16191,-625.1489;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;10;22.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;41;35.16191,-625.1489;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;10;12;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;406;4608,-288;Inherit;False;Global;CZY_BorderEffect;CZY_BorderEffect;1;1;[HideInInspector];Create;True;0;0;0;False;0;False;0;1;-1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;744;6069.037,-466.4966;Inherit;False;Global;CZY_StormDirection;CZY_StormDirection;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;-0.1590201,0,0.9872754;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;744;6069.037,-466.4966;Inherit;False;Global;CZY_StormDirection;CZY_StormDirection;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;-0.9075221,0,-0.4200044;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;759;6409.42,110.4931;Inherit;False;Global;CZY_NimbusVariation;CZY_NimbusVariation;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.945;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;689;6792.185,-1317.058;Inherit;False;Global;CZY_CirrusMultiplier;CZY_CirrusMultiplier;11;2;[HideInInspector];[Header];Create;False;1;Cirrus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;577;4100.836,-1348.799;Inherit;False;Global;CZY_ChemtrailsMultiplier;CZY_ChemtrailsMultiplier;14;1;[HideInInspector];Create;False;1;Chemtrails;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
@ -2735,7 +2550,7 @@ Node;AmplifyShaderEditor.RangedFloatNode;479;-64,2240;Inherit;False;Global;CZY_A
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;516;2382.882,1327.069;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;518;1973.541,1390.363;Inherit;False;506;SimpleRadiance;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;521;2540.446,1325.394;Inherit;True;ACCustomLightsClipping;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;817;688,1920;Inherit;True;Global;CZY_AltocumulusTexture;CZY_AltocumulusTexture;5;0;Create;False;0;0;0;False;0;False;-1;b03bb03c5876b954ba45feffa4aaad63;b03bb03c5876b954ba45feffa4aaad63;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;817;688,1920;Inherit;True;Global;CZY_AltocumulusTexture;CZY_AltocumulusTexture;3;0;Create;False;0;0;0;False;0;False;-1;b03bb03c5876b954ba45feffa4aaad63;b03bb03c5876b954ba45feffa4aaad63;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;499;992,2224;Inherit;False;Global;CZY_AltocumulusMultiplier;CZY_AltocumulusMultiplier;1;2;[HideInInspector];[Header];Create;False;1;Altocumulus Clouds;0;0;False;0;False;2;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;484;992,1920;Inherit;False;461;AltoCumulusPlacement;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;490;1232,1936;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;FLOAT;0
@ -2751,18 +2566,15 @@ Node;AmplifyShaderEditor.GetLocalVarNode;282;1609.722,-915.0801;Inherit;False;27
Node;AmplifyShaderEditor.RangedFloatNode;268;-3408,-3888;Half;False;Global;CZY_CloudFlareFalloff;CZY_CloudFlareFalloff;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;796;-3354.791,-4527.796;Inherit;False;Global;CZY_CloudMoonColor;CZY_CloudMoonColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;760;6540.42,-3.20688;Inherit;False;Global;CZY_NimbusMultiplier;CZY_NimbusMultiplier;1;2;[HideInInspector];[Header];Create;False;1;Nimbus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;778;-3888.292,-3647.702;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;7;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;778;-3888.292,-3647.702;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;7;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0.1246749,0.9482574,0.2919996;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;784;-3424,-3648;Half;False;Global;CZY_CloudMoonFalloff;CZY_CloudMoonFalloff;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;11.9;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.TextureCoordinatesNode;429;-78.02525,1079.905;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.DotProductOpNode;435;339.8155,1083.927;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;433;141.4556,1073.34;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;1;FLOAT2;0
Node;AmplifyShaderEditor.NoiseGeneratorNode;37;466.9412,-696.6409;Inherit;True;Simplex2D;True;False;2;0;FLOAT2;0,0;False;1;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;799;-3024,-880;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.GetLocalVarNode;352;-3552,-672;Inherit;False;351;FinalCloudColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;800;-3296,-672;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/Stylized Clouds Desktop;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;638295390293297003; Blend;0;0;Two Sided;2;638295390676621873;Forward Only;1;638295390392913430;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.GetLocalVarNode;352;-4096,-672;Inherit;False;351;FinalCloudColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;819;-3744,-592;Inherit;False;UnderwaterMask;3;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;820;-3488,-592;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;822;-3952,-592;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;61;0;150;0
WireConnection;152;0;61;0
WireConnection;150;1;70;0
@ -3132,8 +2944,5 @@ WireConnection;433;0;429;0
WireConnection;37;0;63;0
WireConnection;37;1;42;0
WireConnection;800;2;352;0
WireConnection;800;3;820;0
WireConnection;819;4;822;0
WireConnection;820;0;819;0
ASEEND*/
//CHKSM=B87771DA9FFD3DAB4E931A93214D5DFF0288F004
//CHKSM=A445D3280D61E3EB45A1D7CBE255E61A932AF2F5

View File

@ -224,7 +224,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli Mobile"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -253,9 +252,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli Mobile"
float CZY_CumulusCoverageMultiplier;
float CZY_MainCloudScale;
float CZY_ShadowingDistance;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_ClippingThreshold;
@ -595,19 +591,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli Mobile"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -616,10 +599,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli Mobile"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -961,14 +940,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli Mobile"
float4 IT2Color1207 = lerpResult1206;
Gradient gradient1199 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
clip( ( IT2Alpha1202 * ( 1.0 - localHLSL20_g65 ) ) - CZY_ClippingThreshold);
clip( IT2Alpha1202 - CZY_ClippingThreshold);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
@ -2407,6 +2379,7 @@ Node;AmplifyShaderEditor.GradientSampleNode;1200;324.0785,-1584.838;Inherit;True
Node;AmplifyShaderEditor.RegisterLocalVarNode;334;-3796.106,-2428.746;Inherit;False;CloudHighlightColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;1217;-927,-319;Inherit;False;1202;IT2Alpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GradientNode;1199;84.07853,-2384.838;Inherit;False;0;2;2;0.06119964,0.06119964,0.06119964,0.4617685;1,1,1,0.5117723;1,0;1,1;0;1;OBJECT;0
Node;AmplifyShaderEditor.ClipNode;1223;-706.1743,-379.016;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;1205;644.0785,-1632.838;Inherit;False;1165;ModifiedCloudColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;1134;1732.821,-1398.374;Inherit;False;1080;Scale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;1144;3012.822,-1686.374;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
@ -2420,19 +2393,20 @@ Node;AmplifyShaderEditor.SaturateNode;1203;724.0786,-1520.838;Inherit;False;1;0;
Node;AmplifyShaderEditor.LerpOp;1206;932.0785,-1584.838;Inherit;False;3;0;COLOR;1,1,1,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;1240;-3984,-2608;Inherit;False;Filter Color;-1;;49;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;1241;-3984,-2432;Inherit;False;Filter Color;-1;;50;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;52;-4192,-2417;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;4.919352,4.204114,3.550287,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;36;-4208,-2608;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;False;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;906;-3104,-1824;Inherit;False;Global;CZY_CloudCohesion;CZY_CloudCohesion;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.887;0.75;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;947;-3936,-1808;Inherit;False;Global;CZY_Spherize;CZY_Spherize;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.36;0.85;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;52;-4192,-2417;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;4.162221,4.162221,4.162221,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;906;-3104,-1824;Inherit;False;Global;CZY_CloudCohesion;CZY_CloudCohesion;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.887;0.88;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;947;-3936,-1808;Inherit;False;Global;CZY_Spherize;CZY_Spherize;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.36;1;0;1;0;1;FLOAT;0
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Node;AmplifyShaderEditor.Vector2Node;1041;-2720,-2288;Inherit;False;Constant;_MainCloudWindDir;Main Cloud Wind Dir;11;0;Create;True;0;0;0;False;0;False;0.1,0.2;0.3,0.1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RegisterLocalVarNode;376;-2307,-2580;Inherit;False;CumulusCoverage;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;70;-3600,-2336;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.75;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;1178;-763.9213,-2272.838;Inherit;True;Ghibli Clouds;-1;;51;bce7362c867d47d49a15818b7e6650d4;0;7;37;FLOAT2;0,0;False;21;FLOAT2;0,0;False;19;FLOAT;1;False;20;FLOAT;1;False;23;FLOAT;1;False;24;FLOAT;0;False;27;FLOAT;0.5;False;2;FLOAT;33;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;375;-2782.653,-2580.27;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;3;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0.2;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;375;-2782.653,-2580.27;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;3;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;1190;-1131.921,-1376.838;Inherit;False;1080;Scale;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;925;-4448,-1808;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;5;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.8;22.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;925;-4448,-1808;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;5;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.8;12;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;1151;1956.822,-2038.374;Inherit;False;Global;CZY_CloudTextureColor;CZY_CloudTextureColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6320754,0.6320754,0.6320754,0;2.670157,2.670157,2.670157,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;1224;-1024,-224;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1231;96,-400;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/Stylized Clouds Ghibli Mobile;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;0;0; Blend;0;0;Two Sided;2;637952267559032767;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1230;-406.0242,-441.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
@ -2443,12 +2417,6 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1236;-406.0242,-391.7039;Fl
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1237;-406.0242,-391.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.ClipNode;1223;-240,-384;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;1224;-496,-160;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;1242;-912,-240;Inherit;False;UnderwaterMask;0;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;1243;-656,-240;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;1244;-480,-288;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;1245;-1120,-240;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;1057;0;1056;0
WireConnection;1057;1;1056;0
WireConnection;152;0;61;0
@ -2530,6 +2498,9 @@ WireConnection;1139;27;1133;0
WireConnection;1200;0;1198;0
WireConnection;1200;1;1197;0
WireConnection;334;0;1241;0
WireConnection;1223;0;1219;0
WireConnection;1223;1;1217;0
WireConnection;1223;2;1224;0
WireConnection;1144;0;1143;0
WireConnection;1165;0;1150;0
WireConnection;1207;0;1206;0
@ -2551,12 +2522,5 @@ WireConnection;1178;23;1211;0
WireConnection;1178;24;1212;0
WireConnection;1178;27;1173;0
WireConnection;1231;2;1223;0
WireConnection;1223;0;1219;0
WireConnection;1223;1;1244;0
WireConnection;1223;2;1224;0
WireConnection;1242;4;1245;0
WireConnection;1243;0;1242;0
WireConnection;1244;0;1217;0
WireConnection;1244;1;1243;0
ASEEND*/
//CHKSM=B5552FCF1CA1183DDFEC9120A81FC75A1993A502
//CHKSM=8868CB48416F933B7C562E6181C689F0B157421A

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@ -2,9 +2,9 @@ fileFormatVersion: 2
guid: 5bab19359d4a7d14b91a3b2fa6ae3b8b
ShaderImporter:
externalObjects: {}
defaultTextures: []
defaultTextures:
- _Noise: {fileID: 2800000, guid: 59cb97507f14c1d468e967d73ca67a9b, type: 3}
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
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View File

@ -226,7 +226,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -256,9 +255,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CumulusCoverageMultiplier;
float CZY_ShadowingDistance;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -795,19 +791,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -816,10 +799,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -1281,18 +1260,11 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
Gradient gradient1021 = NewGradient( 0, 2, 2, float4( 0.06119964, 0.06119964, 0.06119964, 0.4617685 ), float4( 1, 1, 1, 0.5117723 ), 0, 0, 0, 0, 0, 0, float2( 1, 0 ), float2( 1, 1 ), 0, 0, 0, 0, 0, 0 );
float IT1Alpha953 = SampleGradient( gradient1021, temp_output_1054_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult1218.rgb;
float Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -1374,7 +1346,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1396,9 +1367,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
@ -1622,19 +1590,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float3 _LightDirection;
float3 _LightPosition;
@ -1646,10 +1601,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -1934,16 +1885,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float temp_output_1183_0 = saturate( (0.0 + (( Dot1071 * ( 1.0 - lerpResult16_g50 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -2011,7 +1955,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2033,9 +1976,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
@ -2259,19 +2199,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
@ -2280,10 +2207,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -2551,16 +2474,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float temp_output_1183_0 = saturate( (0.0 + (( Dot1071 * ( 1.0 - lerpResult16_g50 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -2622,7 +2538,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
{
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2644,9 +2559,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
@ -2870,19 +2782,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
@ -2902,10 +2801,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -3147,16 +3042,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float temp_output_1183_0 = saturate( (0.0 + (( Dot1071 * ( 1.0 - lerpResult16_g50 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -3218,7 +3106,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
{
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -3240,9 +3127,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
@ -3466,19 +3350,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
@ -3498,10 +3369,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -3738,16 +3605,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float temp_output_1183_0 = saturate( (0.0 + (( Dot1071 * ( 1.0 - lerpResult16_g50 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -3819,7 +3679,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -3841,9 +3700,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
@ -4067,19 +3923,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -4096,10 +3939,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -4343,16 +4182,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float temp_output_1183_0 = saturate( (0.0 + (( Dot1071 * ( 1.0 - lerpResult16_g50 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -4425,7 +4257,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -4446,9 +4277,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float CZY_CloudCohesion;
float CZY_CumulusCoverageMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
@ -4672,19 +4500,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -4701,10 +4516,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -4948,16 +4759,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Ghibli"
float temp_output_1183_0 = saturate( (0.0 + (( Dot1071 * ( 1.0 - lerpResult16_g50 ) ) - 0.6) * (1.0 - 0.0) / (1.0 - 0.6)) );
float IT2Alpha1202 = SampleGradient( gradient1199, temp_output_1183_0 ).r;
float temp_output_1216_0 = max( IT1Alpha953 , IT2Alpha1202 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( temp_output_1216_0 + ( temp_output_1216_0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1235;-670.0242,-403.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
@ -5171,12 +4977,6 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1238;-670.0242,-353.7039;Fl
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1239;-670.0242,-353.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;1240;-670.0242,-353.7039;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.FunctionNode;1247;-912,-208;Inherit;False;UnderwaterMask;0;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;1248;-656,-208;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;1250;-1120,-208;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;1249;-480,-256;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1246;-640,-128;Inherit;False;Constant;CZY_AlphaClip;CZY_AlphaClip;12;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
WireConnection;150;1;70;0
WireConnection;1056;0;1055;0
WireConnection;61;0;150;0
@ -5333,11 +5133,7 @@ WireConnection;1228;0;1216;0
WireConnection;1228;1;1227;0
WireConnection;1229;0;1228;0
WireConnection;1233;2;1218;0
WireConnection;1233;3;1249;0
WireConnection;1233;3;1229;0
WireConnection;1233;4;1246;0
WireConnection;1247;4;1250;0
WireConnection;1248;0;1247;0
WireConnection;1249;0;1229;0
WireConnection;1249;1;1248;0
ASEEND*/
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@ -2,9 +2,9 @@ fileFormatVersion: 2
guid: 7fa7b0c98bd001842a713f112db994ce
ShaderImporter:
externalObjects: {}
defaultTextures: []
defaultTextures:
- _Noise: {fileID: 2800000, guid: 59cb97507f14c1d468e967d73ca67a9b, type: 3}
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
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View File

@ -225,7 +225,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -272,9 +271,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float CZY_BorderHeight;
sampler2D CZY_HighBorderTexture;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -321,19 +317,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -342,10 +325,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -691,18 +670,11 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float4 lerpResult896 = lerp( float4( 0,0,0,0 ) , CloudColor332 , cloudColoring1348);
float cloudAlpha1349 = ( borderAlpha1318 + nimbusAlpha1592 + cumulusAlpha1242 + ChemtrailsAlpha1402 + CirrusAlpha1449 + finalAcAlpha1635 + CirrostratusAlpha1492 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult896.rgb;
float Alpha = ( saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -777,7 +749,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -819,9 +790,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -852,19 +820,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
@ -873,10 +828,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -1177,16 +1128,9 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float temp_output_1489_0 = length( appendResult1490 );
float CirrostratusAlpha1492 = temp_output_1489_0;
float cloudAlpha1349 = ( borderAlpha1318 + nimbusAlpha1592 + cumulusAlpha1242 + ChemtrailsAlpha1402 + CirrusAlpha1449 + finalAcAlpha1635 + CirrostratusAlpha1492 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -1246,7 +1190,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
{
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1288,9 +1231,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -1321,19 +1261,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
@ -1353,10 +1280,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -1631,16 +1554,9 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float temp_output_1489_0 = length( appendResult1490 );
float CirrostratusAlpha1492 = temp_output_1489_0;
float cloudAlpha1349 = ( borderAlpha1318 + nimbusAlpha1592 + cumulusAlpha1242 + ChemtrailsAlpha1402 + CirrusAlpha1449 + finalAcAlpha1635 + CirrostratusAlpha1492 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1700,7 +1616,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
{
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1742,9 +1657,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -1775,19 +1687,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
@ -1807,10 +1706,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -2080,16 +1975,9 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float temp_output_1489_0 = length( appendResult1490 );
float CirrostratusAlpha1492 = temp_output_1489_0;
float cloudAlpha1349 = ( borderAlpha1318 + nimbusAlpha1592 + cumulusAlpha1242 + ChemtrailsAlpha1402 + CirrusAlpha1449 + finalAcAlpha1635 + CirrostratusAlpha1492 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2159,7 +2047,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2201,9 +2088,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -2234,19 +2118,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -2263,10 +2134,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -2543,16 +2410,9 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float temp_output_1489_0 = length( appendResult1490 );
float CirrostratusAlpha1492 = temp_output_1489_0;
float cloudAlpha1349 = ( borderAlpha1318 + nimbusAlpha1592 + cumulusAlpha1242 + ChemtrailsAlpha1402 + CirrusAlpha1449 + finalAcAlpha1635 + CirrostratusAlpha1492 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2623,7 +2483,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float4 clipPos : SV_POSITION;
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2664,9 +2523,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -2697,19 +2553,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -2726,10 +2569,6 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -3006,16 +2845,9 @@ Shader "Distant Lands/Cozy/Luxury Clouds"
float temp_output_1489_0 = length( appendResult1490 );
float CirrostratusAlpha1492 = temp_output_1489_0;
float cloudAlpha1349 = ( borderAlpha1318 + nimbusAlpha1592 + cumulusAlpha1242 + ChemtrailsAlpha1402 + CirrusAlpha1449 + finalAcAlpha1635 + CirrostratusAlpha1492 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( cloudAlpha1349 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -3052,17 +2884,22 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode;159;-2876.129,-4422.287;Inherit;Fa
Node;AmplifyShaderEditor.RegisterLocalVarNode;797;-2912,-4528;Inherit;False;MoonlightColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;814;-3888,-4512;Inherit;False;Filter Color;-1;;2;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;815;-3120,-4528;Inherit;False;Filter Color;-1;;3;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;36;-4144,-4512;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;True;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;36;-4144,-4512;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;True;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;1.011498,0.9168265,0.8840557,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;796;-3354.791,-4527.796;Inherit;False;Global;CZY_CloudMoonColor;CZY_CloudMoonColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;799;-1216,-4688;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
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Node;AmplifyShaderEditor.RegisterLocalVarNode;332;-3599.176,-4511.369;Inherit;False;CloudColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;800;3152,-4208;Float;False;True;-1;2;;0;13;Distant Lands/Cozy/Luxury Clouds;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;638295390293297003; Blend;0;0;Two Sided;2;638295390676621873;Forward Only;1;638295390392913430;Cast Shadows;0;638335145705378424; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.SaturateNode;1073;2960,-4080;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1074;2416,-3936;Inherit;False;Global;CZY_CloudThickness;CZY_CloudThickness;6;1;[HDR];Create;False;0;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;1075;2704,-4016;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;2;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;1076;2832,-4080;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1072;2393.984,-4204.238;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;22;0;Create;True;0;0;0;False;0;False;0;0.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode;1265;-1920,-944;Inherit;False;2786.006;796.8489;Luxury Border Mixing;29;1318;1324;1323;1308;1294;1313;1326;1315;1316;1305;1336;1338;1337;1331;1330;1329;1328;1327;1319;1312;1293;808;807;806;805;804;801;802;803;;0.3450134,1,0.3778738,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;1189;-1904,-1952;Inherit;False;3624.021;965.2615;Luxury Cumulus Mixing;30;1262;1261;1251;1250;1243;1240;1239;1237;1236;1603;1260;1244;1247;1248;1253;1255;1254;1259;1258;1257;1256;1252;1245;1242;1241;1232;1229;1227;1218;1217;;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;1190;-3072,-1952;Inherit;False;920.8781;762.4537;Luxury Cumulus;10;1621;1193;1196;1195;1215;1209;1205;1216;1208;1207;;1,1,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;1266;-3264,-912;Inherit;False;1091.253;543.1126;Luxury Border;9;1269;1272;1271;1281;1291;1285;1608;1609;1610;;0.4351934,1,0.3638814,1;0;0
Node;AmplifyShaderEditor.GetLocalVarNode;1065;2368,-4080;Inherit;False;1349;cloudAlpha;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;1100;1758.339,-4224;Inherit;False;1348;cloudColoring;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode;1353;2096,-2736;Inherit;False;2340.552;1688.827;;2;1355;1354;Chemtrails Block;1,0.9935331,0.4575472,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;1354;2144,-2688;Inherit;False;2197.287;953.2202;Pattern;24;1391;1390;1389;1388;1387;1386;1385;1384;1383;1382;1381;1380;1379;1378;1377;1376;1375;1374;1373;1372;1371;1370;1369;1368;;1,0.9935331,0.4575472,1;0;0
@ -3142,7 +2979,7 @@ Node;AmplifyShaderEditor.LengthOpNode;1447;5904,-1472;Inherit;False;1;0;FLOAT3;0
Node;AmplifyShaderEditor.DynamicAppendNode;1446;5760,-1472;Inherit;False;FLOAT3;4;0;FLOAT3;0,0,0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;1448;6032,-1552;Inherit;True;CirrusColoring;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;1449;6032,-1328;Inherit;True;CirrusAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;1418;5679,-2142;Inherit;True;Property;_TextureSample1;Texture Sample 1;7;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;1444;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1418;5679,-2142;Inherit;True;Property;_TextureSample1;Texture Sample 1;5;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;1444;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.CommentaryNode;1453;6848,-2767;Inherit;False;2297.557;1709.783;;2;1455;1454;Cirrostratus Block;1,0.4588236,0.5149367,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;1454;6896,-2719;Inherit;False;2197.287;953.2202;Pattern;25;1494;1493;1484;1483;1482;1477;1476;1474;1473;1472;1470;1469;1468;1467;1466;1465;1464;1463;1462;1461;1460;1459;1458;1457;1456;;1,0.4696538,0.4588236,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;1455;6912,-1695;Inherit;False;1735.998;586.5895;Final;13;1492;1491;1490;1489;1488;1487;1486;1481;1480;1479;1478;1475;1471;;1,0.4744119,0.4588236,1;0;0
@ -3181,8 +3018,8 @@ Node;AmplifyShaderEditor.RangedFloatNode;1484;6928,-2223;Inherit;False;Global;CZ
Node;AmplifyShaderEditor.RegisterLocalVarNode;1473;8784,-2287;Inherit;False;CirrostratusPattern;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;1491;8368,-1583;Inherit;True;CirrostratusColoring;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;1492;8368,-1359;Inherit;True;CirrostratusAlpha;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;1493;8016,-2175;Inherit;True;Property;_TextureSample2;Texture Sample 1;5;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;1494;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1494;8016,-2383;Inherit;True;Global;CZY_CirrostratusTexture;CZY_CirrostratusTexture;5;0;Create;False;0;0;0;False;0;False;-1;None;bf43c8d7b74e204469465f36dfff7d6a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1493;8016,-2175;Inherit;True;Property;_TextureSample2;Texture Sample 1;3;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;1494;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1494;8016,-2383;Inherit;True;Global;CZY_CirrostratusTexture;CZY_CirrostratusTexture;3;0;Create;False;0;0;0;False;0;False;-1;None;bf43c8d7b74e204469465f36dfff7d6a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.GetLocalVarNode;1479;7648,-1599;Inherit;False;1473;CirrostratusPattern;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;803;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;802;-678.2959,-671.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
@ -3267,7 +3104,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode;1619;-3456,-4304;Inherit;False;clo
Node;AmplifyShaderEditor.SimpleTimeNode;61;-3296,-4160;Inherit;False;1;0;FLOAT;10;False;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;152;-3120,-4160;Inherit;False;TIme;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;150;-3424,-4160;Inherit;False;2;2;0;FLOAT;0.001;False;1;FLOAT;0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.SimpleMinOpNode;1258;-816,-1280;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;0.35;False;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode;1257;-688,-1280;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0.35;False;3;FLOAT;0;False;4;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;1638;-3920,-4288;Inherit;False;2;0;FLOAT;18;False;1;FLOAT;18;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;1653;2928,-3952;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;1654;2288,-3904;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FunctionNode;1651;2464,-3888;Inherit;False;UnderwaterMask;3;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;1652;2768,-3888;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;1073;2768,-3968;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;1076;2608,-4000;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;1075;2464,-4016;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;2;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1074;2176,-3984;Inherit;False;Global;CZY_CloudThickness;CZY_CloudThickness;6;1;[HDR];Create;False;0;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;1065;2416,-4096;Inherit;False;1349;cloudAlpha;1;0;OBJECT;;False;1;FLOAT;0
WireConnection;159;0;94;0
WireConnection;797;0;815;0
WireConnection;814;1;36;0
@ -3393,7 +3221,11 @@ WireConnection;896;1;960;0
WireConnection;896;2;1100;0
WireConnection;332;0;814;0
WireConnection;800;2;896;0
WireConnection;800;3;1653;0
WireConnection;800;3;1073;0
WireConnection;1073;0;1076;0
WireConnection;1075;2;1074;0
WireConnection;1076;0;1065;0
WireConnection;1076;1;1075;0
WireConnection;1357;0;1356;0
WireConnection;1358;0;1359;0
WireConnection;1359;0;1357;0
@ -3694,13 +3526,5 @@ WireConnection;1259;0;1603;0
WireConnection;1258;0;1259;0
WireConnection;1257;0;1258;0
WireConnection;1638;1;1210;0
WireConnection;1653;0;1073;0
WireConnection;1653;1;1652;0
WireConnection;1651;4;1654;0
WireConnection;1652;0;1651;0
WireConnection;1073;0;1076;0
WireConnection;1076;0;1065;0
WireConnection;1076;1;1075;0
WireConnection;1075;2;1074;0
ASEEND*/
//CHKSM=3915462EA03437D2D74680CFB21051C3DC6CFEBE
//CHKSM=781EA407FD416879E1DD35A139968E9718D4A0E6

View File

@ -224,7 +224,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Mobile"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -255,9 +254,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Mobile"
float CZY_DetailScale;
float CZY_DetailAmount;
half CZY_CloudFlareFalloff;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_ClippingThreshold;
@ -371,19 +367,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Mobile"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -392,10 +375,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Mobile"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -594,14 +573,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Mobile"
float CloudLight271 = saturate( pow( temp_output_264_0 , CZY_CloudFlareFalloff ) );
float4 lerpResult272 = lerp( float4( 0,0,0,0 ) , temp_output_329_0 , ( saturate( ( CurrentCloudCover240 - 1.0 ) ) * CloudDetail294 * CloudLight271 ));
float4 SunThroughCLouds273 = ( lerpResult272 * 1.3 );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
clip( ( ( 1.0 - localHLSL20_g65 ) * temp_output_49_0 ) - CZY_ClippingThreshold);
clip( temp_output_49_0 - CZY_ClippingThreshold);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
@ -2016,6 +1988,7 @@ Node;AmplifyShaderEditor.SimpleMultiplyOpNode;274;-1392.654,-1067.125;Inherit;Fa
Node;AmplifyShaderEditor.WireNode;249;-1140.89,530.0228;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;214;-1311.511,-166.4265;Inherit;False;267;LightMask;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;53;-1138.337,-372.5875;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.ClipNode;56;-121.9733,-0.2058594;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0.5;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode;48;-1050.013,622.0901;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;284;-1152.608,-981.5635;Inherit;False;Constant;_2;2;15;0;Create;True;0;0;0;False;0;False;1.3;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode;201;-782.5886,433.747;Inherit;False;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;1;False;4;FLOAT;0;False;1;FLOAT;0
@ -2035,19 +2008,21 @@ Node;AmplifyShaderEditor.FunctionNode;328;-1776,-576;Inherit;False;Filter Color;
Node;AmplifyShaderEditor.FunctionNode;329;-1744,-400;Inherit;False;Filter Color;-1;;2;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,0;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.WireNode;330;-1575.347,-75.3445;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.WireNode;331;-1541.547,-133.8446;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;46;-1392.466,804.3477;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;41;-3263.089,-121.7626;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;3;1;[HideInInspector];Create;True;0;0;0;False;0;False;10;22.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;46;-1392.466,804.3477;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;25;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;41;-3263.089,-121.7626;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;3;1;[HideInInspector];Create;True;0;0;0;False;0;False;10;12;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;62;-3452.838,-102.2996;Inherit;False;Constant;_CloudWind1;Cloud Wind 1;14;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.2,-0.4;0.6,-0.8;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.Vector2Node;67;-3459.207,91.45112;Inherit;False;Constant;_CloudWind2;Cloud Wind 2;11;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.3,0.2;0.1,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.Vector3Node;332;-2816,-1680;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;-0.1283024,0.8779178,-0.4613011;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;70;-2336,-1936;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;2.94;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;263;-2304.778,-1673.833;Half;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;19.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;332;-2816,-1680;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0.1627289,0.986641,-0.007673949;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;70;-2336,-1936;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.75;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;263;-2304.778,-1673.833;Half;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;21.4;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;268;-2262.444,-1518.317;Half;False;Global;CZY_CloudFlareFalloff;CZY_CloudFlareFalloff;9;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;52;-2000,-400;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;2;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;4.919352,4.204114,3.550287,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;36;-2000,-576;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;317;-2976,-513;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.2;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;52;-2000,-400;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;2;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;4.162221,4.162221,4.162221,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;36;-2000,-576;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.7505031,0.8238728,0.8520919,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;317;-2976,-513;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;151;-390.9456,160.9664;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;15;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;91;-2246.208,757.8749;Inherit;False;Constant;_DetailWind;Detail Wind;13;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.3,0.2;0.3,0.8;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;43;-2055.122,793.5134;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;0;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.5;1.81;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;43;-2055.122,793.5134;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;0;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.5;1.5;0;0;0;1;FLOAT;0
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@ -2057,13 +2032,6 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;324;129.7081,32.04681;Float
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Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;319;725.0001,-10.3;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/Stylized Clouds Mobile;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;0;0; Blend;0;0;Two Sided;2;637952268012538700;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.ClipNode;56;528,0;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0.5;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;151;144,272;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;15;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;333;-128,112;Inherit;False;UnderwaterMask;0;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;334;144,112;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;335;320,112;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;336;-320,112;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;150;1;70;0
WireConnection;61;0;150;0
WireConnection;152;0;61;0
@ -2144,6 +2112,9 @@ WireConnection;249;0;250;0
WireConnection;53;0;329;0
WireConnection;53;1;328;0
WireConnection;53;2;55;0
WireConnection;56;0;280;0
WireConnection;56;1;49;0
WireConnection;56;2;151;0
WireConnection;48;0;249;0
WireConnection;48;1;47;0
WireConnection;201;0;49;0
@ -2171,12 +2142,5 @@ WireConnection;329;1;52;0
WireConnection;330;0;328;0
WireConnection;331;0;329;0
WireConnection;319;2;56;0
WireConnection;56;0;280;0
WireConnection;56;1;335;0
WireConnection;56;2;151;0
WireConnection;333;4;336;0
WireConnection;334;0;333;0
WireConnection;335;0;334;0
WireConnection;335;1;49;0
ASEEND*/
//CHKSM=2CD8F907DB44B0E11BAA46C52258C3D48D471550
//CHKSM=1AD57B1998F235789BA813783CCCECC9E9094D17

View File

@ -4,7 +4,6 @@ ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -225,7 +225,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -285,9 +284,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float4 CZY_LightColor;
float CZY_TextureAmount;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -532,19 +528,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -553,10 +536,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -886,18 +865,11 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float temp_output_863_0 = saturate( ( DetailedClouds347 + BorderLightTransport418 + NimbusLightTransport739 ) );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = FinalCloudColor351.rgb;
float Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -978,7 +950,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1021,9 +992,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float CZY_CirrusMoveSpeed;
float CZY_CirrusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -1252,19 +1220,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float3 _LightDirection;
float3 _LightPosition;
@ -1276,10 +1231,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -1580,16 +1531,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float dotResult694 = dot( temp_output_690_0 , temp_output_690_0 );
float CirrusAlpha715 = ( ( ( CirrusPattern696 * saturate( (0.0 + (dotResult694 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -1656,7 +1600,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1699,9 +1642,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float CZY_CirrusMoveSpeed;
float CZY_CirrusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -1930,19 +1870,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
@ -1951,10 +1878,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -2238,16 +2161,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float dotResult694 = dot( temp_output_690_0 , temp_output_690_0 );
float CirrusAlpha715 = ( ( ( CirrusPattern696 * saturate( (0.0 + (dotResult694 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -2308,7 +2224,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2351,9 +2266,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float CZY_CirrusMoveSpeed;
float CZY_CirrusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -2582,19 +2494,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
@ -2616,9 +2515,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
@ -2879,16 +2775,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float dotResult694 = dot( temp_output_690_0 , temp_output_690_0 );
float CirrusAlpha715 = ( ( ( CirrusPattern696 * saturate( (0.0 + (dotResult694 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2949,7 +2838,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2992,9 +2880,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float CZY_CirrusMoveSpeed;
float CZY_CirrusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -3223,19 +3108,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
@ -3257,9 +3129,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
@ -3515,16 +3384,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float dotResult694 = dot( temp_output_690_0 , temp_output_690_0 );
float CirrusAlpha715 = ( ( ( CirrusPattern696 * saturate( (0.0 + (dotResult694 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -3595,7 +3457,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -3638,9 +3499,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float CZY_CirrusMoveSpeed;
float CZY_CirrusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -3869,19 +3727,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -3900,9 +3745,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
@ -4165,16 +4007,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float dotResult694 = dot( temp_output_690_0 , temp_output_690_0 );
float CirrusAlpha715 = ( ( ( CirrusPattern696 * saturate( (0.0 + (dotResult694 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -4246,7 +4081,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -4288,9 +4122,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float CZY_CirrusMoveSpeed;
float CZY_CirrusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -4519,19 +4350,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -4550,9 +4368,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
@ -4815,16 +4630,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Painted"
float dotResult694 = dot( temp_output_690_0 , temp_output_690_0 );
float CirrusAlpha715 = ( ( ( CirrusPattern696 * saturate( (0.0 + (dotResult694 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) ) * ( CZY_CirrusMultiplier * 10.0 ) ).r * 0.6 );
float4 FinalAlpha408 = saturate( ( saturate( ( temp_output_863_0 + ( (-1.0 + (CloudTextureFinal847 - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) * CZY_TextureAmount * sin( ( temp_output_863_0 * PI ) ) ) ) ) + AltoCumulusLightTransport447 + ChemtrailsFinal590 + CirrostratLightTransport641 + CirrusAlpha715 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha408.r + ( FinalAlpha408.r * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -5067,7 +4875,7 @@ Node;AmplifyShaderEditor.SamplerNode;622;4356.981,1405.19;Inherit;True;Property;
Node;AmplifyShaderEditor.TextureCoordinatesNode;625;3314.026,2091.671;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.BreakToComponentsNode;894;-2322.757,1392.667;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.RegisterLocalVarNode;696;8069.139,-2343.64;Inherit;False;CirrusPattern;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;556;4689.789,-2231.38;Inherit;True;Property;_ChemtrailsTex2;Chemtrails Tex 2;5;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;551;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;556;4689.789,-2231.38;Inherit;True;Property;_ChemtrailsTex2;Chemtrails Tex 2;3;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;551;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SaturateNode;442;1330.143,1165.87;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;592;4834.146,-2000.839;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;740;-337.5044,-4008.629;Inherit;False;739;NimbusLightTransport;1;0;OBJECT;;False;1;FLOAT;0
@ -5130,6 +4938,9 @@ Node;AmplifyShaderEditor.SaturateNode;871;1600.836,-4138.984;Inherit;False;1;0;F
Node;AmplifyShaderEditor.SimpleAddOpNode;410;1855.611,-3974.932;Inherit;False;5;5;0;FLOAT;0;False;1;FLOAT;0;False;2;COLOR;0,0,0,0;False;3;COLOR;0,0,0,0;False;4;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode;411;1998.611,-3962.932;Inherit;False;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;408;2175.737,-3969.737;Inherit;False;FinalAlpha;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;901;-1452.989,-472.1968;Inherit;False;408;FinalAlpha;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.BreakToComponentsNode;902;-1276.989,-472.1968;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;904;-1132.989,-408.1968;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;2;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode;369;-414.8885,-2846.547;Inherit;False;2881.345;950.1069;Final Coloring;39;795;794;793;792;791;205;214;340;236;330;351;522;280;513;523;281;171;336;349;227;331;225;216;415;53;339;55;337;338;54;345;515;151;889;891;892;893;897;898;;0.6196079,0.9508546,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;500;-403.2868,-3511.748;Inherit;False;1393.195;555.0131;Simple Radiance;8;501;502;504;505;506;599;712;741;;0.6196079,0.9508546,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;652;1051.16,-3520.311;Inherit;False;1393.195;555.0131;Custom Radiance;5;654;655;656;657;653;;0.6196079,0.9508546,1,1;0;0
@ -5137,6 +4948,7 @@ Node;AmplifyShaderEditor.CommentaryNode;527;1904.552,952.911;Inherit;False;939.7
Node;AmplifyShaderEditor.CommentaryNode;396;-213.2237,-1240.208;Inherit;False;1283.597;293.2691;Thickness Details;7;223;329;222;379;316;315;224;;0.4392157,1,0.7085855,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;651;4864.461,1878.709;Inherit;False;916.8853;383.8425;Lighting & Clipping;6;648;650;649;647;646;645;;0.4588236,0.584294,1,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;371;1099.14,-1213.321;Inherit;False;1576.124;399.0991;Highlights;10;383;273;283;272;284;274;335;295;282;277;;0.4392157,1,0.7085855,1;0;0
Node;AmplifyShaderEditor.SimpleAddOpNode;905;-1004.989,-472.1968;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;340;51.5418,-2382.136;Inherit;False;334;CloudHighlightColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;509;2072.735,1300.613;Inherit;False;447;AltoCumulusLightTransport;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;205;294.542,-2402.136;Inherit;False;3;3;0;FLOAT;0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
@ -5153,7 +4965,7 @@ Node;AmplifyShaderEditor.LerpOp;227;800.0724,-2485.739;Inherit;False;3;0;COLOR;0
Node;AmplifyShaderEditor.LerpOp;53;274.542,-2654.136;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;273;2435.788,-1085.51;Inherit;False;SunThroughClouds;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;258;-3939.019,-4100.609;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.ColorNode;897;1378.035,-2629.778;Inherit;False;Global;CZY_LightColor;CZY_LightColor;40;0;Create;True;0;0;0;False;0;False;0,0,0,0;1.083397,1.392001,1.382235,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;897;1378.035,-2629.778;Inherit;False;Global;CZY_LightColor;CZY_LightColor;40;0;Create;True;0;0;0;False;0;False;0,0,0,0;1.33962,1.354264,1.322719,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.GetLocalVarNode;523;1307.463,-2231.542;Inherit;False;657;CustomRadiance;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.SimpleAddOpNode;280;1271.647,-2422.646;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;898;1602.035,-2651.778;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;COLOR;0.5,0.5,0.5,0;False;1;COLOR;0
@ -5184,6 +4996,7 @@ Node;AmplifyShaderEditor.GetLocalVarNode;654;1283.608,-3214.672;Inherit;False;64
Node;AmplifyShaderEditor.SaturateNode;266;-3023.711,-4097.528;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.LerpOp;891;1905.628,-2426.822;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;0,0,0,0;False;2;FLOAT;0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;513;1272.852,-2307.405;Inherit;False;512;CirrusCustomLightColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.SaturateNode;906;-876.9893,-472.1968;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;338;50.5418,-2670.136;Inherit;False;332;CloudColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.LerpOp;522;1582.299,-2429.213;Inherit;False;3;0;COLOR;0,0,0,0;False;1;COLOR;1,0,0,0;False;2;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;330;-108.4593,-2286.136;Inherit;False;329;CloudThicknessDetails;1;0;OBJECT;;False;1;FLOAT;0
@ -5255,26 +5068,26 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode;512;2592,1072;Inherit;False;Cirrus
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;510;2448,1072;Inherit;False;2;2;0;COLOR;0,0,0,0;False;1;COLOR;0.7159576,0.8624095,0.8773585,0;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;511;2224,1008;Inherit;False;332;CloudColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;921;2224,1104;Inherit;False;Filter Color;-1;;5;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.Vector3Node;260;-3865.421,-3964.893;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;-0.1283024,0.8779178,-0.4613011;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;778;-3888.292,-3647.702;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;7;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;375;-2588.193,-4479.109;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;12;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0.2;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;70;-3324.89,-4226.262;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;11;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;2.94;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;36;-4112,-4528;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;False;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;52;-4112,-4352;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;2;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;4.919352,4.204114,3.550287,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;263;-3370.048,-3982.888;Half;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;19.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;260;-3865.421,-3964.893;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0.9072874,0.4183288,-0.04278653;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;778;-3888.292,-3647.702;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;7;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0,-1,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;375;-2588.193,-4479.109;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;12;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;70;-3324.89,-4226.262;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;11;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.75;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;36;-4112,-4528;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;False;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.7633098,0.6355361,0.6190739,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;52;-4112,-4352;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;2;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;3.780511,3.780511,3.780511,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;263;-3370.048,-3982.888;Half;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;10.7;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;268;-3369.714,-3888.372;Half;False;Global;CZY_CloudFlareFalloff;CZY_CloudFlareFalloff;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;524;2016,1104;Inherit;False;Global;CZY_AltoCloudColor;CZY_AltoCloudColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;1.083397,1.392001,1.382235,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;41;35.16191,-624.1489;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;10;22.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;41;35.16191,-624.1489;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;10;12;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;151;569.0351,-2028.101;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;784;-3369.919,-3657.697;Half;False;Global;CZY_MoonFlareFalloff;CZY_MoonFlareFalloff;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.752;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;379;-161.8844,-1034.554;Inherit;False;376;CumulusCoverage;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;381;1392,-304;Inherit;False;376;CumulusCoverage;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;43;36.27663,333.869;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;0;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;1.81;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;46;698.9319,344.7032;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;1;1;[HideInInspector];Create;True;0;0;0;False;0;False;1;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;387;3488,-240;Inherit;False;Global;CZY_BorderHeight;CZY_BorderHeight;2;2;[HideInInspector];[Header];Create;False;1;Border Clouds;0;0;False;0;False;1;0.553;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;391;3488,-128;Inherit;False;Global;CZY_BorderVariation;CZY_BorderVariation;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.95;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;43;36.27663,333.869;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;0;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;1.43;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;46;698.9319,344.7032;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;1;1;[HideInInspector];Create;True;0;0;0;False;0;False;1;30;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;387;3488,-240;Inherit;False;Global;CZY_BorderHeight;CZY_BorderHeight;2;2;[HideInInspector];[Header];Create;False;1;Border Clouds;0;0;False;0;False;1;0.846;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;391;3488,-128;Inherit;False;Global;CZY_BorderVariation;CZY_BorderVariation;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.956;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;406;4608,-288;Inherit;False;Global;CZY_BorderEffect;CZY_BorderEffect;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;1;-1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;744;6069.037,-466.4966;Inherit;False;Global;CZY_StormDirection;CZY_StormDirection;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;0.04544076,0,0.9989671;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;744;6069.037,-466.4966;Inherit;False;Global;CZY_StormDirection;CZY_StormDirection;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;760;6540.42,-4.50688;Inherit;False;Global;CZY_NimbusMultiplier;CZY_NimbusMultiplier;5;2;[HideInInspector];[Header];Create;False;1;Nimbus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;769;6376.541,-363.9453;Inherit;False;Global;CZY_NimbusHeight;CZY_NimbusHeight;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;759;6409.42,110.4931;Inherit;False;Global;CZY_NimbusVariation;CZY_NimbusVariation;6;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.945;0;1;0;1;FLOAT;0
@ -5285,28 +5098,19 @@ Node;AmplifyShaderEditor.RangedFloatNode;577;4070.836,-1363.799;Inherit;False;Gl
Node;AmplifyShaderEditor.RangedFloatNode;499;996.4494,2236.662;Inherit;False;Global;CZY_AltocumulusMultiplier;CZY_AltocumulusMultiplier;9;2;[HideInInspector];[Header];Create;False;1;Altocumulus Clouds;0;0;False;0;False;2;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;479;231.5935,2263.727;Inherit;False;Global;CZY_AltocumulusScale;CZY_AltocumulusScale;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;3;0.371;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;478;7.86438,2028.4;Inherit;False;Global;CZY_AltocumulusWindSpeed;CZY_AltocumulusWindSpeed;11;1;[HideInInspector];Create;False;0;0;0;False;0;False;1,-2;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;632;3746,2286;Inherit;False;Global;CZY_CirrostratusMultiplier;CZY_CirrostratusMultiplier;12;2;[HideInInspector];[Header];Create;False;1;Cirrostratus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;632;3746,2286;Inherit;False;Global;CZY_CirrostratusMultiplier;CZY_CirrostratusMultiplier;12;2;[HideInInspector];[Header];Create;False;1;Cirrostratus Clouds;0;0;False;0;False;1;1;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;606;3255.498,1361.34;Inherit;False;Global;CZY_CirrostratusMoveSpeed;CZY_CirrostratusMoveSpeed;13;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.281;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;870;696.092,-3712.342;Inherit;False;Global;CZY_TextureAmount;CZY_TextureAmount;23;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.556;0;3;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;903;-1420.989,-328.1968;Inherit;False;Global;CZY_CloudThickness;CZY_CloudThickness;20;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;4;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;870;696.092,-3712.342;Inherit;False;Global;CZY_TextureAmount;CZY_TextureAmount;23;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;3;0;3;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;892;1369.995,-2798.411;Inherit;False;Global;CZY_CloudTextureColor;CZY_CloudTextureColor;24;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;2.670157,2.670157,2.670157,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;827;-2398.256,501.683;Inherit;True;Global;CZY_CloudTexture;CZY_CloudTexture;1;0;Create;False;0;0;0;False;0;False;-1;27248a215d4e5fe449733cb0631f0785;27248a215d4e5fe449733cb0631f0785;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.NoiseGeneratorNode;681;7262.709,-2594.93;Inherit;False;Simplex2D;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;2;False;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;551;4689.789,-2439.38;Inherit;True;Global;CZY_ChemtrailsTexture;CZY_ChemtrailsTexture;5;0;Create;False;0;0;0;False;0;False;-1;9b3476b4df9abf8479476bae1bcd8a84;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;551;4689.789,-2439.38;Inherit;True;Global;CZY_ChemtrailsTexture;CZY_ChemtrailsTexture;3;0;Create;False;0;0;0;False;0;False;-1;9b3476b4df9abf8479476bae1bcd8a84;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;623;4356.981,1197.19;Inherit;True;Global;CZY_CirrostratusTexture;CZY_CirrostratusTexture;0;0;Create;False;0;0;0;False;0;False;-1;None;bf43c8d7b74e204469465f36dfff7d6a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;796;-3392,-4528;Inherit;False;Global;CZY_CloudMoonColor;CZY_CloudMoonColor;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.GetLocalVarNode;352;-1280,-640;Inherit;False;351;FinalCloudColor;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.SamplerNode;686;7304.139,-2228.64;Inherit;True;Property;_TextureSample1;Texture Sample 1;2;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;684;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;684;7304.139,-2436.64;Inherit;True;Global;CZY_CirrusTexture;CZY_CirrusTexture;2;0;Create;False;0;0;0;False;0;False;-1;302629ebb64a0e345948779662fc2cf3;302629ebb64a0e345948779662fc2cf3;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.GetLocalVarNode;901;-1664,-560;Inherit;False;408;FinalAlpha;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.BreakToComponentsNode;902;-1488,-560;Inherit;False;COLOR;1;0;COLOR;0,0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;904;-1344,-496;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;2;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;905;-1216,-560;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;906;-1088,-560;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;903;-1632,-416;Inherit;False;Global;CZY_CloudThickness;CZY_CloudThickness;20;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;922;-1298.219,-333.5004;Inherit;False;UnderwaterMask;3;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;923;-1042.219,-333.5004;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;925;-1502.238,-324.5803;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;924;-848,-528;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
WireConnection;150;1;70;0
WireConnection;61;0;150;0
WireConnection;152;0;61;0
@ -5586,6 +5390,11 @@ WireConnection;410;3;644;0
WireConnection;410;4;713;0
WireConnection;411;0;410;0
WireConnection;408;0;411;0
WireConnection;902;0;901;0
WireConnection;904;0;902;0
WireConnection;904;2;903;0
WireConnection;905;0;902;0
WireConnection;905;1;904;0
WireConnection;205;0;214;0
WireConnection;205;1;340;0
WireConnection;205;2;236;0
@ -5644,6 +5453,7 @@ WireConnection;266;0;265;0
WireConnection;891;0;522;0
WireConnection;891;1;893;0
WireConnection;891;2;889;0
WireConnection;906;0;905;0
WireConnection;522;0;280;0
WireConnection;522;1;513;0
WireConnection;522;2;523;0
@ -5683,7 +5493,7 @@ WireConnection;647;0;650;0
WireConnection;647;1;646;0
WireConnection;267;0;266;0
WireConnection;908;2;352;0
WireConnection;908;3;924;0
WireConnection;908;3;906;0
WireConnection;918;1;52;0
WireConnection;334;0;918;0
WireConnection;332;0;917;0
@ -5700,15 +5510,5 @@ WireConnection;551;1;555;0
WireConnection;623;1;619;0
WireConnection;686;1;680;0
WireConnection;684;1;679;0
WireConnection;902;0;901;0
WireConnection;904;0;902;0
WireConnection;904;2;903;0
WireConnection;905;0;902;0
WireConnection;905;1;904;0
WireConnection;906;0;905;0
WireConnection;922;4;925;0
WireConnection;923;0;922;0
WireConnection;924;0;906;0
WireConnection;924;1;923;0
ASEEND*/
//CHKSM=9C5C841397E11943C9334ED50F959B3FB7C4FA5F
//CHKSM=BC2BF15DDE022BBA1234C72BFC1B338D19A0D2BA

View File

@ -225,7 +225,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -281,9 +280,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_CirrostratusMoveSpeed;
float CZY_CirrostratusMultiplier;
float CZY_CloudThickness;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -528,19 +524,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -549,10 +532,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -873,18 +852,11 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float4 FinalCloudColor1173 = lerpResult1179;
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = FinalCloudColor1173.rgb;
float Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -965,7 +937,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -981,7 +952,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
#endif
CBUFFER_END
float CZY_CloudThickness;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
@ -1007,9 +977,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_NimbusHeight;
float CZY_NimbusMultiplier;
float CZY_NimbusVariation;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_CloudThickness;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -1238,19 +1206,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float3 _LightDirection;
float3 _LightPosition;
@ -1262,10 +1217,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( o );
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -1560,16 +1511,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float temp_output_964_0 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport1107 = saturate( ( ( ( CloudDetail1005 + SimpleCloudDensity978 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 ) + (( dotResult974 + ( CZY_NimbusHeight * 4.0 * dotResult949 ) ) - 0.5) * (( temp_output_964_0 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -1636,7 +1580,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float4 shadowCoord : TEXCOORD1;
#endif
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -1652,7 +1595,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
#endif
CBUFFER_END
float CZY_CloudThickness;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
@ -1678,9 +1620,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_NimbusHeight;
float CZY_NimbusMultiplier;
float CZY_NimbusVariation;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_CloudThickness;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -1909,19 +1849,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
@ -1930,10 +1857,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord2.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -2211,16 +2134,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float temp_output_964_0 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport1107 = saturate( ( ( ( CloudDetail1005 + SimpleCloudDensity978 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 ) + (( dotResult974 + ( CZY_NimbusHeight * 4.0 * dotResult949 ) ) - 0.5) * (( temp_output_964_0 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
float Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
float Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -2281,7 +2197,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2297,7 +2212,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
#endif
CBUFFER_END
float CZY_CloudThickness;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
@ -2323,9 +2237,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_NimbusHeight;
float CZY_NimbusMultiplier;
float CZY_NimbusVariation;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_CloudThickness;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -2554,19 +2466,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
@ -2588,9 +2487,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
@ -2845,16 +2741,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float temp_output_964_0 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport1107 = saturate( ( ( ( CloudDetail1005 + SimpleCloudDensity978 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 ) + (( dotResult974 + ( CZY_NimbusHeight * 4.0 * dotResult949 ) ) - 0.5) * (( temp_output_964_0 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2915,7 +2804,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float4 clipPos : SV_POSITION;
float4 ase_texcoord : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -2931,7 +2819,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
#endif
CBUFFER_END
float CZY_CloudThickness;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
@ -2957,9 +2844,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_NimbusHeight;
float CZY_NimbusMultiplier;
float CZY_NimbusVariation;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_CloudThickness;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -3188,19 +3073,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
@ -3222,9 +3094,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord2 = screenPos;
o.ase_texcoord.xy = v.ase_texcoord.xy;
@ -3474,16 +3343,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float temp_output_964_0 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport1107 = saturate( ( ( ( CloudDetail1005 + SimpleCloudDensity978 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 ) + (( dotResult974 + ( CZY_NimbusHeight * 4.0 * dotResult949 ) ) - 0.5) * (( temp_output_964_0 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -3554,7 +3416,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -3570,7 +3431,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
#endif
CBUFFER_END
float CZY_CloudThickness;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
@ -3596,9 +3456,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_NimbusHeight;
float CZY_NimbusMultiplier;
float CZY_NimbusVariation;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_CloudThickness;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -3827,19 +3685,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -3858,9 +3703,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
@ -4117,16 +3959,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float temp_output_964_0 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport1107 = saturate( ( ( ( CloudDetail1005 + SimpleCloudDensity978 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 ) + (( dotResult974 + ( CZY_NimbusHeight * 4.0 * dotResult949 ) ) - 0.5) * (( temp_output_964_0 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -4198,7 +4033,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float3 normalWS : TEXCOORD0;
float4 ase_texcoord1 : TEXCOORD1;
float4 ase_texcoord2 : TEXCOORD2;
float4 ase_texcoord3 : TEXCOORD3;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -4213,7 +4047,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float _TessMaxDisp;
#endif
CBUFFER_END
float CZY_CloudThickness;
float CZY_WindSpeed;
float CZY_MainCloudScale;
float CZY_CumulusCoverageMultiplier;
@ -4239,9 +4072,7 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float CZY_NimbusHeight;
float CZY_NimbusMultiplier;
float CZY_NimbusVariation;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_CloudThickness;
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
@ -4470,19 +4301,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
return F1;
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -4501,9 +4319,6 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord3 = screenPos;
o.ase_texcoord1.xy = v.ase_texcoord.xy;
@ -4760,16 +4575,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
float temp_output_964_0 = ( -2.0 * ( 1.0 - ( CZY_NimbusVariation * 0.9 ) ) );
float NimbusLightTransport1107 = saturate( ( ( ( CloudDetail1005 + SimpleCloudDensity978 ) * saturate( (( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 ) + (( dotResult974 + ( CZY_NimbusHeight * 4.0 * dotResult949 ) ) - 0.5) * (( temp_output_964_0 * -4.0 ) - ( ( 1.0 - CZY_NimbusMultiplier ) * temp_output_964_0 )) / (7.0 - 0.5)) ) ) * 10.0 ) );
float FinalAlpha1228 = saturate( ( DetailedClouds1085 + BorderLightTransport1120 + AltoCumulusLightTransport1128 + ChemtrailsFinal1081 + CirrostratLightTransport1123 + CirrusAlpha1083 + NimbusLightTransport1107 ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
surfaceDescription.Alpha = ( saturate( ( ( CZY_CloudThickness * 2.0 * FinalAlpha1228 ) + FinalAlpha1228 ) ) * ( 1.0 - localHLSL20_g65 ) );
surfaceDescription.Alpha = saturate( ( FinalAlpha1228 + ( FinalAlpha1228 * 2.0 * CZY_CloudThickness ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -4797,6 +4605,9 @@ Shader "Distant Lands/Cozy/Stylized Clouds Soft"
}
/*ASEBEGIN
Version=19105
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;800;-1136,-432;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;2;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;805;-1008,-496;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;802;-880,-496;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.CommentaryNode;820;3776,-1856;Inherit;False;2340.552;1688.827;;2;843;831;Chemtrails Block;1,0.9935331,0.4575472,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;821;16,-464;Inherit;False;2974.933;2000.862;;5;840;838;834;833;830;Cumulus Cloud Block;0.4392157,1,0.7085855,1;0;0
Node;AmplifyShaderEditor.CommentaryNode;822;3456,1792;Inherit;False;2654.838;1705.478;;3;845;842;827;Cirrostratus Block;0.4588236,0.584294,1,1;0;0
@ -4840,7 +4651,7 @@ Node;AmplifyShaderEditor.NormalizeNode;859;-3552,-3120;Inherit;False;False;1;0;F
Node;AmplifyShaderEditor.RegisterLocalVarNode;860;-3328,-3536;Inherit;False;CloudColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.NormalizeNode;862;-3552,-2800;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.Vector3Node;863;-3616,-2672;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;7;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;863;-3616,-2672;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;7;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;-0.6518188,-0.7577517,0.03073904;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.PowerNode;864;-2880,-2992;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldSpaceCameraPos;865;-3920,-2720;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.DotProductOpNode;866;-3392,-2800;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
@ -4861,14 +4672,14 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode;880;-2640,-3552;Inherit;False;Moon
Node;AmplifyShaderEditor.FunctionNode;881;-3568,-3360;Inherit;False;Filter Color;-1;;5;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,0;1;1;COLOR;0,0,0,0;False;1;COLOR;0
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Node;AmplifyShaderEditor.ColorNode;884;-3872,-3536;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;3;[HideInInspector];[HDR];[Header];Create;True;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;885;-3872,-3360;Inherit;False;Global;CZY_CloudHighlightColor;CZY_CloudHighlightColor;1;2;[HideInInspector];[HDR];Create;True;0;0;0;False;0;False;1,1,1,0;4.919352,4.204114,3.550287,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;888;-3152,-2672;Half;False;Global;CZY_MoonFlareFalloff;CZY_MoonFlareFalloff;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;15.94;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;889;-3120,-3248;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.75;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;890;-3136,-2992;Half;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;21.4;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;891;-2320,-3504;Inherit;False;Global;CZY_CumulusCoverageMultiplier;CZY_CumulusCoverageMultiplier;5;2;[HideInInspector];[Header];Create;False;1;Cumulus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;892;-3600,-2992;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;6;1;[HideInInspector];Create;True;0;0;0;False;0;False;0,0,0;0.1627289,0.986641,-0.007673949;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector2Node;893;112,560;Inherit;False;Constant;_CloudWind2;Cloud Wind 2;14;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.3,0.2;0.1,0.2;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.GetLocalVarNode;894;112,496;Inherit;False;849;TIme;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;895;560,592;Inherit;False;2;0;FLOAT;140;False;1;FLOAT;0;False;1;FLOAT;0
@ -5168,29 +4979,29 @@ Node;AmplifyShaderEditor.GetLocalVarNode;1197;2512,1984;Inherit;False;860;CloudC
Node;AmplifyShaderEditor.RegisterLocalVarNode;1198;2864,2048;Inherit;False;CirrusCustomLightColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;1199;2432,2096;Inherit;False;Filter Color;-1;;8;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.Vector2Node;1200;112,368;Inherit;False;Constant;_CloudWind1;Cloud Wind 1;13;1;[HideInInspector];Create;True;0;0;0;False;0;False;0.2,-0.4;0.6,-0.8;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;1201;304,1312;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;1.81;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1202;960,1312;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1201;304,1312;Inherit;False;Global;CZY_DetailScale;CZY_DetailScale;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;1.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1202;960,1312;Inherit;False;Global;CZY_DetailAmount;CZY_DetailAmount;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;25;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector2Node;1203;112,1280;Inherit;False;Constant;_DetailWind;Detail Wind;17;0;Create;True;0;0;0;False;0;False;0.3,0.2;0.3,0.8;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;1204;3760,848;Inherit;False;Global;CZY_BorderVariation;CZY_BorderVariation;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.95;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1205;3760,736;Inherit;False;Global;CZY_BorderHeight;CZY_BorderHeight;4;2;[HideInInspector];[Header];Create;False;1;Border Clouds;0;0;False;0;False;1;0.553;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1206;304,352;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;10;22.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1204;3760,848;Inherit;False;Global;CZY_BorderVariation;CZY_BorderVariation;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.956;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1205;3760,736;Inherit;False;Global;CZY_BorderHeight;CZY_BorderHeight;4;2;[HideInInspector];[Header];Create;False;1;Border Clouds;0;0;False;0;False;1;0.846;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1206;304,352;Inherit;False;Global;CZY_MainCloudScale;CZY_MainCloudScale;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;10;12;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1207;4880,688;Inherit;False;Global;CZY_BorderEffect;CZY_BorderEffect;1;1;[HideInInspector];Create;True;0;0;0;False;0;False;0;1;-1;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1208;6640,608;Inherit;False;Global;CZY_NimbusHeight;CZY_NimbusHeight;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;1;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;1209;6336,512;Inherit;False;Global;CZY_StormDirection;CZY_StormDirection;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;0.5668749,0,0.8238039;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;1209;6336,512;Inherit;False;Global;CZY_StormDirection;CZY_StormDirection;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;0.06420752,0,-0.9979365;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;1210;6800,976;Inherit;False;Global;CZY_NimbusMultiplier;CZY_NimbusMultiplier;1;2;[HideInInspector];[Header];Create;False;1;Nimbus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1211;6672,1088;Inherit;False;Global;CZY_NimbusVariation;CZY_NimbusVariation;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.945;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1212;7056,-336;Inherit;False;Global;CZY_CirrusMultiplier;CZY_CirrusMultiplier;11;2;[HideInInspector];[Header];Create;False;1;Cirrus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1213;4368,-368;Inherit;False;Global;CZY_ChemtrailsMultiplier;CZY_ChemtrailsMultiplier;14;1;[HideInInspector];Create;False;1;Chemtrails;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1214;6464,-1296;Inherit;False;Global;CZY_CirrusMoveSpeed;CZY_CirrusMoveSpeed;12;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.297;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1214;6464,-1296;Inherit;False;Global;CZY_CirrusMoveSpeed;CZY_CirrusMoveSpeed;12;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1215;1680,-1120;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;1;1;[HideInInspector];Create;False;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1216;3856,-1296;Inherit;False;Global;CZY_ChemtrailsMoveSpeed;CZY_ChemtrailsMoveSpeed;15;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.289;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1216;3856,-1296;Inherit;False;Global;CZY_ChemtrailsMoveSpeed;CZY_ChemtrailsMoveSpeed;15;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;1217;2208,2096;Inherit;False;Global;CZY_AltoCloudColor;CZY_AltoCloudColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;1,1,1,0;1.083397,1.392001,1.382235,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.Vector2Node;1218;224,2368;Inherit;False;Constant;_ACMoveSpeed;ACMoveSpeed;14;0;Create;True;0;0;0;False;0;False;1,-2;5,20;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.Vector2Node;1219;272,3008;Inherit;False;Global;CZY_AltocumulusWindSpeed;CZY_AltocumulusWindSpeed;3;1;[HideInInspector];Create;False;0;0;0;False;0;False;1,-2;0,0;0;3;FLOAT2;0;FLOAT;1;FLOAT;2
Node;AmplifyShaderEditor.RangedFloatNode;1220;496,3232;Inherit;False;Global;CZY_AltocumulusScale;CZY_AltocumulusScale;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;3;0.371;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1220;496,3232;Inherit;False;Global;CZY_AltocumulusScale;CZY_AltocumulusScale;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;3;0.67;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1221;1264,3216;Inherit;False;Global;CZY_AltocumulusMultiplier;CZY_AltocumulusMultiplier;1;2;[HideInInspector];[Header];Create;False;1;Altocumulus Clouds;0;0;False;0;False;0;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1222;3936,3264;Inherit;False;Global;CZY_CirrostratusMultiplier;CZY_CirrostratusMultiplier;4;2;[HideInInspector];[Header];Create;False;1;Cirrostratus Clouds;0;0;False;0;False;1;0;0;2;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1223;3520,2336;Inherit;False;Global;CZY_CirrostratusMoveSpeed;CZY_CirrostratusMoveSpeed;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.281;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;1223;3520,2336;Inherit;False;Global;CZY_CirrostratusMoveSpeed;CZY_CirrostratusMoveSpeed;5;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;1224;384,-112;Inherit;False;853;CumulusCoverage;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;1225;1520,-112;Inherit;False;853;CumulusCoverage;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;1226;1680,672;Inherit;False;853;CumulusCoverage;1;0;OBJECT;;False;1;FLOAT;0
@ -5201,6 +5012,7 @@ Node;AmplifyShaderEditor.GetLocalVarNode;352;-948.2714,-629.483;Inherit;False;11
Node;AmplifyShaderEditor.RegisterLocalVarNode;1173;2443,-1478;Inherit;False;FinalCloudColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;1120;5488,576;Inherit;False;BorderLightTransport;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.TFHCRemapNode;997;4592,576;Inherit;True;5;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;-2;False;4;FLOAT;3;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;801;-1424,-351;Inherit;False;Global;CZY_CloudThickness;CZY_CloudThickness;6;1;[HDR];Create;False;0;0;0;False;0;False;1;4;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;940;7568,-1248;Inherit;True;Property;_TextureSample1;Texture Sample 1;0;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;992;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1068;4624,2384;Inherit;True;Property;_TextureSample0;Texture Sample 0;1;0;Create;True;0;0;0;False;0;False;-1;None;9b3476b4df9abf8479476bae1bcd8a84;True;0;False;white;Auto;False;Instance;1064;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;1064;4624,2176;Inherit;True;Global;CZY_CirrostratusTexture;CirrostratusTexture;1;0;Create;False;0;0;0;False;0;False;-1;bf43c8d7b74e204469465f36dfff7d6a;bf43c8d7b74e204469465f36dfff7d6a;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
@ -5218,14 +5030,11 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;812;-644.2959,-581.1561;Flo
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;813;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;814;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;815;-644.2959,-581.1561;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.RangedFloatNode;801;-1488,-608;Inherit;False;Global;CZY_CloudThickness;CZY_CloudThickness;6;1;[HDR];Create;False;0;0;0;False;0;False;1;0;0;4;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;800;-1168,-608;Inherit;False;3;3;0;FLOAT;0;False;1;FLOAT;2;False;2;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;805;-1008,-528;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;802;-896,-528;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;1231;-624,-512;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;1229;-1136,-416;Inherit;False;UnderwaterMask;3;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;1230;-880,-416;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;1232;-1328,-400;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;800;0;799;0
WireConnection;800;2;801;0
WireConnection;805;0;799;0
WireConnection;805;1;800;0
WireConnection;802;0;805;0
WireConnection;848;0;851;0
WireConnection;849;0;848;0
WireConnection;851;1;889;0
@ -5596,15 +5405,6 @@ WireConnection;976;1;951;0
WireConnection;972;1;955;0
WireConnection;992;1;1050;0
WireConnection;807;2;352;0
WireConnection;807;3;1231;0
WireConnection;800;0;801;0
WireConnection;800;2;799;0
WireConnection;805;0;800;0
WireConnection;805;1;799;0
WireConnection;802;0;805;0
WireConnection;1231;0;802;0
WireConnection;1231;1;1230;0
WireConnection;1229;4;1232;0
WireConnection;1230;0;1229;0
WireConnection;807;3;802;0
ASEEND*/
//CHKSM=90CA0437C865CB9949A99199F98C282B9C4418B6
//CHKSM=2DDF97F477B3CCC99A41365BD8B64BFCE2BBF1D6

View File

@ -224,7 +224,6 @@ Shader "Stylized Clouds (Static Texture)"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -248,9 +247,6 @@ Shader "Stylized Clouds (Static Texture)"
float CZY_FilterValue;
float4 CZY_FilterColor;
float4 CZY_CloudFilterColor;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_ClippingThreshold;
@ -270,19 +266,6 @@ Shader "Stylized Clouds (Static Texture)"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -291,10 +274,6 @@ Shader "Stylized Clouds (Static Texture)"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -453,14 +432,7 @@ Shader "Stylized Clouds (Static Texture)"
float4 temp_output_10_0_g1 = ( float4( hsvTorgb3_g1 , 0.0 ) * CZY_FilterColor );
float4 CloudColor6 = ( temp_output_10_0_g1 * CZY_CloudFilterColor );
float CloudAlpha12 = ( tex2DNode2.r * tex2DNode2.g * tex2DNode2.b * tex2DNode2.a );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
clip( ( CloudAlpha12 * ( 1.0 - localHLSL20_g65 ) ) - CZY_ClippingThreshold);
clip( CloudAlpha12 - CZY_ClippingThreshold);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
@ -1842,16 +1814,12 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;44;0,50;Float;False;False;-
Node;AmplifyShaderEditor.RegisterLocalVarNode;6;-1616,-352;Inherit;False;CloudColor;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;45;-1824,-352;Inherit;False;Filter Color;-1;;1;84bcc1baa84e09b4fba5ba52924b2334;2,13,0,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.RangedFloatNode;24;-736,80;Inherit;False;Global;CZY_ClippingThreshold;CZY_ClippingThreshold;2;2;[HideInInspector];[PerRendererData];Create;False;0;0;0;False;0;False;0.5;0.5;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;26;-2784,-48;Inherit;False;Global;CZY_TexturePanDirection;CZY_TexturePanDirection;3;1;[PerRendererData];Create;False;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.ColorNode;5;-2048,-352;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;4;[HideInInspector];[HDR];[PerRendererData];[Header];Create;False;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.8901079,0.8901079,0.8901079,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;19;-2048,-159;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;1;2;[HideInInspector];[PerRendererData];Create;False;0;0;0;False;0;False;0;2.94;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;26;-2784,-48;Inherit;False;Global;CZY_TexturePanDirection;CZY_TexturePanDirection;3;1;[PerRendererData];Create;False;0;0;0;False;0;False;0,0,0;0.1,1,0.1;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.ColorNode;5;-2048,-352;Inherit;False;Global;CZY_CloudColor;CZY_CloudColor;0;4;[HideInInspector];[HDR];[PerRendererData];[Header];Create;False;1;General Cloud Settings;0;0;False;0;False;0.7264151,0.7264151,0.7264151,0;0.7505031,0.8238728,0.8520919,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;19;-2048,-159;Inherit;False;Global;CZY_WindSpeed;CZY_WindSpeed;1;2;[HideInInspector];[PerRendererData];Create;False;0;0;0;False;0;False;0;0.75;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SamplerNode;2;-1616,-49;Inherit;True;Global;CZY_CloudTexture;CZY_CloudTexture;0;0;Create;False;0;0;0;False;0;False;-1;404f80e8b03e57a48baef75373097c56;27248a215d4e5fe449733cb0631f0785;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;36;352,-47;Float;False;True;-1;2;EmptyShaderGUI;0;13;Stylized Clouds (Static Texture);2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;3;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;638247812842794856; Blend;0;0;Two Sided;2;638013973572696841;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.ClipNode;3;128,-48;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0.5;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;46;-568.792,199.9465;Inherit;False;UnderwaterMask;1;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;47;-312.792,199.9465;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;48;-133.3333,157.9694;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;49;-772.8107,208.8666;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;36;93,-64;Float;False;True;-1;2;EmptyShaderGUI;0;13;Stylized Clouds (Static Texture);2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;3;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForwardOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;638247812842794856; Blend;0;0;Two Sided;2;638013973572696841;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.ClipNode;3;-448,-32;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0.5;False;1;COLOR;0
WireConnection;22;0;2;1
WireConnection;22;1;2;2
WireConnection;22;2;2;3
@ -1880,11 +1848,7 @@ WireConnection;45;1;5;0
WireConnection;2;1;13;0
WireConnection;36;2;3;0
WireConnection;3;0;10;0
WireConnection;3;1;48;0
WireConnection;3;1;11;0
WireConnection;3;2;24;0
WireConnection;46;4;49;0
WireConnection;47;0;46;0
WireConnection;48;0;11;0
WireConnection;48;1;47;0
ASEEND*/
//CHKSM=715EB3F58C8B30BA8D3A9D25495A00A2CDD3F135
//CHKSM=74D5641055DA5AEAAE5FBDE58443C3B902804AA6

View File

@ -270,9 +270,6 @@ Shader "Stylized Fog (Physical Height)"
float4 CZY_SunFilterColor;
float3 CZY_MoonDirection;
float4 CZY_FogMoonFlareColor;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -312,19 +309,6 @@ Shader "Stylized Fog (Physical Height)"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float3 InvertDepthDirURP75_g11( float3 In )
{
float3 result = In;
@ -531,10 +515,6 @@ Shader "Stylized Fog (Physical Height)"
float3 hsvTorgb3_g18 = HSVToRGB( float3(hsvTorgb2_g18.x,saturate( ( hsvTorgb2_g18.y + CZY_FilterSaturation ) ),( hsvTorgb2_g18.z + CZY_FilterValue )) );
float4 temp_output_10_0_g18 = ( float4( hsvTorgb3_g18 , 0.0 ) * CZY_FilterColor );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float finalAlpha417 = temp_output_401_0;
float2 UV22_g12 = ase_screenPosNorm.xy;
@ -560,7 +540,7 @@ Shader "Stylized Fog (Physical Height)"
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( ( temp_output_10_0_g19 * CZY_SunFilterColor ) + temp_output_10_0_g18 ).rgb;
float Alpha = ( ( 1.0 - localHLSL20_g58 ) * saturate( ( ( 1.0 - saturate( ( ( WorldPosition.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) ) );
float Alpha = saturate( ( ( 1.0 - saturate( ( ( WorldPosition.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -653,9 +633,6 @@ Shader "Stylized Fog (Physical Height)"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -677,19 +654,6 @@ Shader "Stylized Fog (Physical Height)"
float CZY_FogColorStart4;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -861,14 +825,10 @@ Shader "Stylized Fog (Physical Height)"
#endif
#endif
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float eyeDepth414 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth416 = eyeDepth414;
float2 UV22_g15 = ase_screenPosNorm.xy;
@ -919,7 +879,7 @@ Shader "Stylized Fog (Physical Height)"
float ModifiedFogAlpha362 = saturate( lerpResult360 );
float Alpha = ( ( 1.0 - localHLSL20_g58 ) * saturate( ( ( 1.0 - saturate( ( ( WorldPosition.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) ) );
float Alpha = saturate( ( ( 1.0 - saturate( ( ( WorldPosition.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -997,9 +957,6 @@ Shader "Stylized Fog (Physical Height)"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -1021,19 +978,6 @@ Shader "Stylized Fog (Physical Height)"
float CZY_FogColorStart4;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -1080,15 +1024,15 @@ Shader "Stylized Fog (Physical Height)"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord = screenPos;
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
o.ase_texcoord1 = screenPos;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.w = 0;
o.ase_texcoord.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
@ -1195,15 +1139,11 @@ Shader "Stylized Fog (Physical Height)"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord;
float3 ase_worldPos = IN.ase_texcoord.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float eyeDepth414 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth416 = eyeDepth414;
float2 UV22_g15 = ase_screenPosNorm.xy;
@ -1254,7 +1194,7 @@ Shader "Stylized Fog (Physical Height)"
float ModifiedFogAlpha362 = saturate( lerpResult360 );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) ) );
surfaceDescription.Alpha = saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1332,9 +1272,6 @@ Shader "Stylized Fog (Physical Height)"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -1356,19 +1293,6 @@ Shader "Stylized Fog (Physical Height)"
float CZY_FogColorStart4;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -1415,15 +1339,15 @@ Shader "Stylized Fog (Physical Height)"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord = screenPos;
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
o.ase_texcoord1 = screenPos;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord1.w = 0;
o.ase_texcoord.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
@ -1525,15 +1449,11 @@ Shader "Stylized Fog (Physical Height)"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord;
float3 ase_worldPos = IN.ase_texcoord.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float eyeDepth414 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth416 = eyeDepth414;
float2 UV22_g15 = ase_screenPosNorm.xy;
@ -1584,7 +1504,7 @@ Shader "Stylized Fog (Physical Height)"
float ModifiedFogAlpha362 = saturate( lerpResult360 );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) ) );
surfaceDescription.Alpha = saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1672,9 +1592,6 @@ Shader "Stylized Fog (Physical Height)"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -1696,19 +1613,6 @@ Shader "Stylized Fog (Physical Height)"
float CZY_FogColorStart4;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -1752,15 +1656,15 @@ Shader "Stylized Fog (Physical Height)"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
o.ase_texcoord2 = screenPos;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord1.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
@ -1869,15 +1773,11 @@ Shader "Stylized Fog (Physical Height)"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 ase_worldPos = IN.ase_texcoord2.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float eyeDepth414 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth416 = eyeDepth414;
float2 UV22_g15 = ase_screenPosNorm.xy;
@ -1928,7 +1828,7 @@ Shader "Stylized Fog (Physical Height)"
float ModifiedFogAlpha362 = saturate( lerpResult360 );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) ) );
surfaceDescription.Alpha = saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2016,9 +1916,6 @@ Shader "Stylized Fog (Physical Height)"
float _TessMaxDisp;
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -2040,19 +1937,6 @@ Shader "Stylized Fog (Physical Height)"
float CZY_FogColorStart4;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -2096,15 +1980,15 @@ Shader "Stylized Fog (Physical Height)"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord1.xyz = ase_worldPos;
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord1 = screenPos;
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
o.ase_texcoord2.xyz = ase_worldPos;
o.ase_texcoord2 = screenPos;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord2.w = 0;
o.ase_texcoord1.w = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
@ -2213,15 +2097,11 @@ Shader "Stylized Fog (Physical Height)"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord1;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 ase_worldPos = IN.ase_texcoord2.xyz;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float eyeDepth414 = LinearEyeDepth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth416 = eyeDepth414;
float2 UV22_g15 = ase_screenPosNorm.xy;
@ -2272,7 +2152,7 @@ Shader "Stylized Fog (Physical Height)"
float ModifiedFogAlpha362 = saturate( lerpResult360 );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) ) );
surfaceDescription.Alpha = saturate( ( ( 1.0 - saturate( ( ( ase_worldPos.y * ( 0.1 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity * ModifiedFogAlpha362 ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2300,6 +2180,7 @@ Shader "Stylized Fog (Physical Height)"
}
/*ASEBEGIN
Version=19105
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;281;570.9207,40.06461;Float;False;True;-1;2;EmptyShaderGUI;0;13;Stylized Fog (Physical Height);2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;222;False;;222;False;;6;False;;1;False;;0;False;;0;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;True;True;2;False;;True;7;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;637952286753557635; Blend;0;0;Two Sided;2;637952286781860590;Forward Only;0;0;Cast Shadows;0;637995616325711392; Use Shadow Threshold;0;0;Receive Shadows;0;637995616330470990;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.FunctionNode;345;-2784,-112;Inherit;False;Reconstruct World Position From Depth;-1;;11;e7094bcbcc80eb140b2a3dbe6a861de8;0;0;1;FLOAT4;0
Node;AmplifyShaderEditor.WireNode;346;-2480,32;Inherit;False;1;0;FLOAT4;0,0,0,0;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;282;0,0;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;3;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
@ -2351,13 +2232,13 @@ Node;AmplifyShaderEditor.ComponentMaskNode;383;-3712,752;Inherit;False;True;Fals
Node;AmplifyShaderEditor.ComponentMaskNode;384;-3888,832;Inherit;False;True;False;True;False;1;0;FLOAT3;0,0,0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode;385;-3296,880;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT;1;False;2;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SamplerNode;386;-3088,848;Inherit;True;Property;_FogVariationTexture;Fog Variation Texture;0;0;Create;True;0;0;0;False;0;False;-1;c4666b12d12d34d45b89ea8d2fe52b01;c4666b12d12d34d45b89ea8d2fe52b01;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;388;-3248,1088;Inherit;False;Global;CZY_VariationAmount;CZY_VariationAmount;11;0;Create;False;0;0;0;False;0;False;1;0.78;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;389;-2816,1232;Inherit;False;Global;CZY_VariationDistance;CZY_VariationDistance;11;0;Create;False;0;0;0;False;0;False;1;51.6;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;390;-3696,976;Inherit;False;Global;CZY_VariationScale;CZY_VariationScale;10;0;Create;False;0;0;0;False;0;False;1;12.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;388;-3248,1088;Inherit;False;Global;CZY_VariationAmount;CZY_VariationAmount;11;0;Create;False;0;0;0;False;0;False;1;0.56;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;389;-2816,1232;Inherit;False;Global;CZY_VariationDistance;CZY_VariationDistance;11;0;Create;False;0;0;0;False;0;False;1;30;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;390;-3696,976;Inherit;False;Global;CZY_VariationScale;CZY_VariationScale;10;0;Create;False;0;0;0;False;0;False;1;9;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;391;-2016,912;Inherit;False;newFogDepth;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;387;-4128,831;Inherit;False;Global;CZY_VariationWindDirection;CZY_VariationWindDirection;12;0;Create;False;0;0;0;False;0;False;1,0,0;6,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;325;-96,112;Inherit;False;Global;CZY_FogIntensity;CZY_FogIntensity;8;0;Create;False;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;336;-544,240;Inherit;False;Global;CZY_FogOffset;CZY_FogOffset;9;0;Create;False;0;0;0;False;0;False;0;1.031;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;336;-544,240;Inherit;False;Global;CZY_FogOffset;CZY_FogOffset;9;0;Create;False;0;0;0;False;0;False;0;0.85;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;396;-1946.314,-736.6795;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SqrtOpNode;397;-2195.716,-720.2222;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ComponentMaskNode;398;-1522.015,-747.1276;Inherit;False;False;False;False;True;1;0;COLOR;0,0,0,0;False;1;FLOAT;0
@ -2410,11 +2291,11 @@ Node;AmplifyShaderEditor.ScaleAndOffsetNode;444;-176,1232;Inherit;False;3;0;FLOA
Node;AmplifyShaderEditor.NormalizeNode;445;-608,1296;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.NormalizeNode;446;-576,1216;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.RegisterLocalVarNode;447;848,928;Half;False;LightMask;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;448;-656,1040;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;1,1,0;-0.006017447,0.9999802,0.001839727;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;448;-656,1040;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;1,1,0;-0.4611244,0.887069,0.02174607;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;449;-32,1088;Half;False;Global;CZY_LightIntensity;CZY_LightIntensity;16;0;Create;False;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;450;240,1072;Half;False;Global;CZY_LightFalloff;CZY_LightFalloff;14;0;Create;False;0;0;0;False;0;False;1;25.17635;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;451;-1456,912;Inherit;False;Global;CZY_LightFlareSquish;CZY_LightFlareSquish;12;0;Create;False;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;452;-816,1296;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;11;0;Create;False;0;0;0;False;0;False;1,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;452;-816,1296;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;11;0;Create;False;0;0;0;False;0;False;1,0,0;0,-1,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.GetLocalVarNode;453;-752,1200;Inherit;False;-1;;1;0;OBJECT;;False;1;FLOAT3;0
Node;AmplifyShaderEditor.GetLocalVarNode;418;-1195.015,-544.1276;Inherit;False;434;MoonMask;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;413;-1170.015,-779.1276;Inherit;False;447;LightMask;1;0;OBJECT;;False;1;FLOAT;0
@ -2425,11 +2306,8 @@ Node;AmplifyShaderEditor.SimpleMultiplyOpNode;455;-951.4761,212.0873;Inherit;Fal
Node;AmplifyShaderEditor.LengthOpNode;456;-1191.476,292.0873;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ObjectScaleNode;457;-1399.476,308.0873;Inherit;False;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;458;-807.4761,212.0873;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;281;656,-128;Float;False;True;-1;2;EmptyShaderGUI;0;13;Stylized Fog (Physical Height);2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;222;False;;222;False;;6;False;;1;False;;0;False;;0;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;True;True;2;False;;True;7;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;637952286753557635; Blend;0;0;Two Sided;2;637952286781860590;Forward Only;0;0;Cast Shadows;0;637995616325711392; Use Shadow Threshold;0;0;Receive Shadows;0;637995616330470990;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;461;480,-80;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;460;320,-80;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;459;48,-80;Inherit;False;UnderwaterMask;1;;58;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;462;-176,-176;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;281;2;407;0
WireConnection;281;3;341;0
WireConnection;346;0;345;0
WireConnection;314;1;458;0
WireConnection;318;0;312;2
@ -2549,11 +2427,5 @@ WireConnection;455;0;454;0
WireConnection;455;1;456;0
WireConnection;456;0;457;0
WireConnection;458;0;455;0
WireConnection;281;2;407;0
WireConnection;281;3;461;0
WireConnection;461;0;460;0
WireConnection;461;1;341;0
WireConnection;460;0;459;0
WireConnection;459;4;462;0
ASEEND*/
//CHKSM=B43447FE2DD4C042C7C9D7ECCAC87B726A250CC0
//CHKSM=AC497D5B9F8A459128E0C2B84DCA39865CE8A3A8

View File

@ -265,9 +265,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float3 CZy_SunDirection;
half CZY_LightIntensity;
half CZY_LightFalloff;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
@ -320,19 +317,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -530,17 +514,13 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float4 lerpResult511 = lerp( FogColors478 , float4( hsvTorgb509 , 0.0 ) , saturate( ( LightMask496 * ( 1.5 * temp_output_497_0 ) ) ));
float4 lerpResult513 = lerp( fetchOpaqueVal512 , lerpResult511 , temp_output_497_0);
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 direction536 = ( WorldPosition - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult513.xyz;
float Alpha = ( ( 1.0 - localHLSL20_g58 ) * ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
float Alpha = ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -633,9 +613,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogDepthMultiplier;
uniform float4 _CameraDepthTexture_TexelSize;
float CZY_FogColorStart4;
@ -652,19 +629,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float CZY_FogIntensity;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -827,14 +791,10 @@ Shader "Distant Lands/Cozy/Stepped Fog"
#endif
#endif
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float2 UV22_g5 = ase_screenPosNorm.xy;
float2 localUnStereo22_g5 = UnStereo( UV22_g5 );
float2 break64_g4 = localUnStereo22_g5;
@ -868,7 +828,7 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float Alpha = ( ( 1.0 - localHLSL20_g58 ) * ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
float Alpha = ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -946,9 +906,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogDepthMultiplier;
uniform float4 _CameraDepthTexture_TexelSize;
float CZY_FogColorStart4;
@ -965,19 +922,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float CZY_FogIntensity;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -1130,14 +1074,10 @@ Shader "Distant Lands/Cozy/Stepped Fog"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float2 UV22_g5 = ase_screenPosNorm.xy;
float2 localUnStereo22_g5 = UnStereo( UV22_g5 );
float2 break64_g4 = localUnStereo22_g5;
@ -1172,7 +1112,7 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
surfaceDescription.Alpha = ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1250,9 +1190,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogDepthMultiplier;
uniform float4 _CameraDepthTexture_TexelSize;
float CZY_FogColorStart4;
@ -1269,19 +1206,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float CZY_FogIntensity;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -1429,14 +1353,10 @@ Shader "Distant Lands/Cozy/Stepped Fog"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float2 UV22_g5 = ase_screenPosNorm.xy;
float2 localUnStereo22_g5 = UnStereo( UV22_g5 );
float2 break64_g4 = localUnStereo22_g5;
@ -1471,7 +1391,7 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
surfaceDescription.Alpha = ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1559,9 +1479,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogDepthMultiplier;
uniform float4 _CameraDepthTexture_TexelSize;
float CZY_FogColorStart4;
@ -1578,19 +1495,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float CZY_FogIntensity;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -1742,14 +1646,10 @@ Shader "Distant Lands/Cozy/Stepped Fog"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float2 UV22_g5 = ase_screenPosNorm.xy;
float2 localUnStereo22_g5 = UnStereo( UV22_g5 );
float2 break64_g4 = localUnStereo22_g5;
@ -1784,7 +1684,7 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
surfaceDescription.Alpha = ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1872,9 +1772,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float _TessMaxDisp;
#endif
CBUFFER_END
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float CZY_FogDepthMultiplier;
uniform float4 _CameraDepthTexture_TexelSize;
float CZY_FogColorStart4;
@ -1891,19 +1788,6 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float CZY_FogIntensity;
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float2 UnStereo( float2 UV )
{
#if UNITY_SINGLE_PASS_STEREO
@ -2055,14 +1939,10 @@ Shader "Distant Lands/Cozy/Stepped Fog"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float2 appendResult431 = (float2(_WorldSpaceCameraPos.x , _WorldSpaceCameraPos.z));
float2 UV22_g5 = ase_screenPosNorm.xy;
float2 localUnStereo22_g5 = UnStereo( UV22_g5 );
float2 break64_g4 = localUnStereo22_g5;
@ -2097,7 +1977,7 @@ Shader "Distant Lands/Cozy/Stepped Fog"
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
surfaceDescription.Alpha = ( ( 1.0 - localHLSL20_g58 ) * ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) );
surfaceDescription.Alpha = ( FogColors478.w * saturate( ( ( 1.0 - saturate( ( ( ( direction536.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2126,6 +2006,7 @@ Shader "Distant Lands/Cozy/Stepped Fog"
/*ASEBEGIN
Version=19105
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Node;AmplifyShaderEditor.ColorNode;459;-542.8661,-855.1115;Inherit;False;Global;CZY_FogColor5;CZY_FogColor5;4;1;[HDR];Create;False;0;0;0;False;0;False;0.164721,0,1,1;0.5842266,0.2720154,0.2619194,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;454;-845.8661,-855.1115;Inherit;False;Global;CZY_FogColor4;CZY_FogColor4;3;1;[HDR];Create;False;0;0;0;False;0;False;0,0.8501792,1,1;0.008851672,0.1241547,0.2449369,0.7568628;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;445;-1102.866,-856.1115;Inherit;False;Global;CZY_FogColor3;CZY_FogColor3;2;1;[HDR];Create;False;0;0;0;False;0;False;1,0,0.7469492,1;0.04329351,0.1421623,0.237221,0.5019608;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;438;-1406.866,-871.1115;Inherit;False;Global;CZY_FogColor1;CZY_FogColor1;0;1;[HDR];Create;False;0;0;0;False;0;False;1,0,0.8999224,1;0,0,0,0.007843138;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;439;-1406.866,-1047.112;Inherit;False;Global;CZY_FogColor2;CZY_FogColor2;1;1;[HDR];Create;False;0;0;0;False;0;False;1,0,0,1;0.03120323,0.2430304,0.3875494,0.1372549;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;439;-1406.866,-1047.112;Inherit;False;Global;CZY_FogColor2;CZY_FogColor2;1;1;[HDR];Create;False;0;0;0;False;0;False;1,0,0,1;0.01191594,0.09425959,0.1569199,0.1372549;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;441;-1406.866,-1127.112;Inherit;False;Global;CZY_FogColorStart1;CZY_FogColorStart1;5;0;Create;False;0;0;0;False;0;False;1;2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;444;-1102.866,-935.1115;Inherit;False;Global;CZY_FogColorStart2;CZY_FogColorStart2;6;0;Create;False;0;0;0;False;0;False;2;5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;452;-846.8661,-935.1115;Inherit;False;Global;CZY_FogColorStart3;CZY_FogColorStart3;7;0;Create;False;0;0;0;False;0;False;3;10;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;456;-542.8661,-935.1115;Inherit;False;Global;CZY_FogColorStart4;CZY_FogColorStart4;8;0;Create;False;0;0;0;False;0;False;4;31.3;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;494;-1797.357,-696.455;Inherit;False;Global;CZY_LightColor;CZY_LightColor;15;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;1.083397,1.392001,1.382235,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;494;-1797.357,-696.455;Inherit;False;Global;CZY_LightColor;CZY_LightColor;15;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;11.61474,0.8986616,0.1408764,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;434;-2542.866,-216.1115;Inherit;False;Global;CZY_FogDepthMultiplier;CZY_FogDepthMultiplier;12;0;Create;False;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode;440;-2087.216,1759.282;Inherit;False;FLOAT3;4;0;FLOAT;1;False;1;FLOAT;0;False;2;FLOAT;1;False;3;FLOAT;0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.WorldPosInputsNode;443;-2151.216,1535.283;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
@ -2210,9 +2091,9 @@ Node;AmplifyShaderEditor.DotProductOpNode;521;-1079.216,2095.282;Inherit;False;2
Node;AmplifyShaderEditor.ScaleAndOffsetNode;522;-887.2161,2047.283;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0.5;False;2;FLOAT;0.5;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;436;-2375.216,1759.282;Inherit;False;Global;CZY_FlareSquish;CZY_FlareSquish;11;0;Create;False;0;0;0;False;0;False;1;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;455;-1415.216,1871.282;Inherit;False;Global;CZy_SunDirection;CZy_SunDirection;9;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;516;-1399.216,2047.283;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;470;-791.2161,1919.282;Half;False;Global;CZY_LightIntensity;CZY_LightIntensity;14;0;Create;False;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;481;-455.2158,1903.282;Half;False;Global;CZY_LightFalloff;CZY_LightFalloff;13;0;Create;False;0;0;0;False;0;False;1;25.17635;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;516;-1399.216,2047.283;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;10;1;[HideInInspector];Create;False;0;0;0;False;0;False;0,0,0;-0.7428303,-0.5035216,-0.4412133;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;470;-791.2161,1919.282;Half;False;Global;CZY_LightIntensity;CZY_LightIntensity;14;0;Create;False;0;0;0;False;0;False;0;0.9681273;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;481;-455.2158,1903.282;Half;False;Global;CZY_LightFalloff;CZY_LightFalloff;13;0;Create;False;0;0;0;False;0;False;1;10.89949;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;528;-880,368;Inherit;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;530;-672,368;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;531;-1312,368;Inherit;True;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
@ -2227,20 +2108,17 @@ Node;AmplifyShaderEditor.SimpleMultiplyOpNode;542;-2000,432;Inherit;False;2;2;0;
Node;AmplifyShaderEditor.LengthOpNode;544;-2240,512;Inherit;False;1;0;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ObjectScaleNode;545;-2448,528;Inherit;False;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;546;-1856,432;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;547;-208,336;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;548;-1568,368;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.BreakToComponentsNode;529;-2000,288;Inherit;False;FLOAT3;1;0;FLOAT3;0,0,0;False;16;FLOAT;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4;FLOAT;5;FLOAT;6;FLOAT;7;FLOAT;8;FLOAT;9;FLOAT;10;FLOAT;11;FLOAT;12;FLOAT;13;FLOAT;14;FLOAT;15
Node;AmplifyShaderEditor.WorldPosInputsNode;550;-2640,192;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.WorldSpaceCameraPos;543;-2640,336;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;541;-2240,432;Inherit;False;Global;CZY_FogSmoothness;CZY_FogSmoothness;20;0;Create;False;0;0;0;False;0;False;0.1;0.625;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;549;-880,656;Inherit;False;Global;CZY_FogIntensity;CZY_FogIntensity;21;0;Create;False;0;0;0;False;0;False;1;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;538;-1728,576;Inherit;False;Global;CZY_FogOffset;CZY_FogOffset;22;0;Create;False;0;0;0;False;0;False;1;1.031;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;538;-1728,576;Inherit;False;Global;CZY_FogOffset;CZY_FogOffset;22;0;Create;False;0;0;0;False;0;False;1;0.85;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;484;-1790.866,-215.1115;Inherit;False;478;FogColors;1;0;OBJECT;;False;1;FLOAT4;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;327;496,32;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/Stepped Fog;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;221;False;;221;False;;6;False;;1;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=1;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;True;True;True;221;False;;221;False;;221;False;;6;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;True;True;2;False;;True;7;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;638090620064741680; Blend;0;0;Two Sided;2;638090620113865693;Forward Only;0;0;Cast Shadows;0;638090620156104713; Use Shadow Threshold;0;0;Receive Shadows;0;638090620162479725;GPU Instancing;1;638090620219765623;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;False;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.FunctionNode;551;-128,112;Inherit;False;UnderwaterMask;0;;58;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;553;304,112;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;552;144,112;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;554;-320,112;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;547;-192,320;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
WireConnection;327;2;513;0
WireConnection;327;3;547;0
WireConnection;429;0;427;0
WireConnection;430;0;429;0
WireConnection;430;1;429;2
@ -2358,16 +2236,10 @@ WireConnection;542;0;541;0
WireConnection;542;1;544;0
WireConnection;544;0;545;0
WireConnection;546;0;542;0
WireConnection;547;0;488;3
WireConnection;547;1;537;0
WireConnection;548;0;534;0
WireConnection;548;1;540;0
WireConnection;529;0;536;0
WireConnection;327;2;513;0
WireConnection;327;3;553;0
WireConnection;551;4;554;0
WireConnection;553;0;552;0
WireConnection;553;1;547;0
WireConnection;552;0;551;0
WireConnection;547;0;488;3
WireConnection;547;1;537;0
ASEEND*/
//CHKSM=8E4D35301AE8B2F4B786673784CF7B91F90AB304
//CHKSM=8BE6F6DEFCA5AC7248F98EA2CF295B4477D4DE3C

View File

@ -4,7 +4,6 @@ ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:

View File

@ -273,9 +273,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -303,7 +300,7 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return UV;
}
float3 InvertDepthDirURP75_g60( float3 In )
float3 InvertDepthDirURP75_g53( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
@ -312,19 +309,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -478,63 +462,59 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float4 screenPos = IN.ase_texcoord3;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float clampDepth7_g59 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g59 = ( clampDepth7_g59 * _ProjectionParams.z );
float2 UV22_g61 = ase_screenPosNorm.xy;
float2 localUnStereo22_g61 = UnStereo( UV22_g61 );
float2 break64_g60 = localUnStereo22_g61;
float clampDepth69_g60 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
float clampDepth7_g52 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g52 = ( clampDepth7_g52 * _ProjectionParams.z );
float2 UV22_g54 = ase_screenPosNorm.xy;
float2 localUnStereo22_g54 = UnStereo( UV22_g54 );
float2 break64_g53 = localUnStereo22_g54;
float clampDepth69_g53 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g60 = ( 1.0 - clampDepth69_g60 );
float staticSwitch38_g53 = ( 1.0 - clampDepth69_g53 );
#else
float staticSwitch38_g60 = clampDepth69_g60;
float staticSwitch38_g53 = clampDepth69_g53;
#endif
float3 appendResult39_g60 = (float3(break64_g60.x , break64_g60.y , staticSwitch38_g60));
float4 appendResult42_g60 = (float4((appendResult39_g60*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g60 = mul( unity_CameraInvProjection, appendResult42_g60 );
float3 temp_output_46_0_g60 = ( (temp_output_43_0_g60).xyz / (temp_output_43_0_g60).w );
float3 In75_g60 = temp_output_46_0_g60;
float3 localInvertDepthDirURP75_g60 = InvertDepthDirURP75_g60( In75_g60 );
float4 appendResult49_g60 = (float4(localInvertDepthDirURP75_g60 , 1.0));
float lerpResult114_g59 = lerp( preDepth120_g59 , ( preDepth120_g59 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g60 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g59 / CZY_VariationDistance ) ) ));
float newFogDepth103_g59 = lerpResult114_g59;
float temp_output_15_0_g59 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g59 ) );
float temp_output_1_0_g64 = temp_output_15_0_g59;
float4 lerpResult28_g64 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g64 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g64 = lerp( saturate( lerpResult28_g64 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g64 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g64 = lerp( lerpResult41_g64 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g64 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g64 = lerp( lerpResult35_g64 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g64 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g59 = lerpResult113_g64;
float3 hsvTorgb32_g59 = RGBToHSV( temp_output_142_0_g59.rgb );
float3 temp_output_91_0_g59 = WorldPosition;
float3 appendResult73_g59 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
float3 normalizeResult5_g59 = normalize( ( ( temp_output_91_0_g59 * appendResult73_g59 ) - _WorldSpaceCameraPos ) );
float dotResult6_g59 = dot( normalizeResult5_g59 , CZY_SunDirection );
half LightMask27_g59 = saturate( pow( abs( ( (dotResult6_g59*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
float temp_output_26_0_g59 = ( (temp_output_142_0_g59).a * saturate( temp_output_15_0_g59 ) );
float3 hsvTorgb2_g63 = RGBToHSV( ( CZY_LightColor * hsvTorgb32_g59.z * saturate( ( LightMask27_g59 * ( 1.5 * temp_output_26_0_g59 ) ) ) ).rgb );
float3 hsvTorgb3_g63 = HSVToRGB( float3(hsvTorgb2_g63.x,saturate( ( hsvTorgb2_g63.y + CZY_FilterSaturation ) ),( hsvTorgb2_g63.z + CZY_FilterValue )) );
float4 temp_output_10_0_g63 = ( float4( hsvTorgb3_g63 , 0.0 ) * CZY_FilterColor );
float3 direction90_g59 = ( temp_output_91_0_g59 - _WorldSpaceCameraPos );
float3 normalizeResult93_g59 = normalize( direction90_g59 );
float3 normalizeResult88_g59 = normalize( CZY_MoonDirection );
float dotResult49_g59 = dot( normalizeResult93_g59 , normalizeResult88_g59 );
half MoonMask47_g59 = saturate( pow( abs( ( saturate( (dotResult49_g59*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
float3 hsvTorgb2_g62 = RGBToHSV( ( temp_output_142_0_g59 + ( hsvTorgb32_g59.z * saturate( ( temp_output_26_0_g59 * MoonMask47_g59 ) ) * CZY_FogMoonFlareColor ) ).rgb );
float3 hsvTorgb3_g62 = HSVToRGB( float3(hsvTorgb2_g62.x,saturate( ( hsvTorgb2_g62.y + CZY_FilterSaturation ) ),( hsvTorgb2_g62.z + CZY_FilterValue )) );
float4 temp_output_10_0_g62 = ( float4( hsvTorgb3_g62 , 0.0 ) * CZY_FilterColor );
float3 appendResult39_g53 = (float3(break64_g53.x , break64_g53.y , staticSwitch38_g53));
float4 appendResult42_g53 = (float4((appendResult39_g53*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g53 = mul( unity_CameraInvProjection, appendResult42_g53 );
float3 temp_output_46_0_g53 = ( (temp_output_43_0_g53).xyz / (temp_output_43_0_g53).w );
float3 In75_g53 = temp_output_46_0_g53;
float3 localInvertDepthDirURP75_g53 = InvertDepthDirURP75_g53( In75_g53 );
float4 appendResult49_g53 = (float4(localInvertDepthDirURP75_g53 , 1.0));
float lerpResult114_g52 = lerp( preDepth120_g52 , ( preDepth120_g52 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g53 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g52 / CZY_VariationDistance ) ) ));
float newFogDepth103_g52 = lerpResult114_g52;
float temp_output_15_0_g52 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g52 ) );
float temp_output_1_0_g57 = temp_output_15_0_g52;
float4 lerpResult28_g57 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g57 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g57 = lerp( saturate( lerpResult28_g57 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g57 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g57 = lerp( lerpResult41_g57 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g57 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g57 = lerp( lerpResult35_g57 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g57 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g52 = lerpResult113_g57;
float3 hsvTorgb32_g52 = RGBToHSV( temp_output_142_0_g52.rgb );
float3 temp_output_91_0_g52 = WorldPosition;
float3 appendResult73_g52 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
float3 normalizeResult5_g52 = normalize( ( ( temp_output_91_0_g52 * appendResult73_g52 ) - _WorldSpaceCameraPos ) );
float dotResult6_g52 = dot( normalizeResult5_g52 , CZY_SunDirection );
half LightMask27_g52 = saturate( pow( abs( ( (dotResult6_g52*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
float temp_output_26_0_g52 = ( (temp_output_142_0_g52).a * saturate( temp_output_15_0_g52 ) );
float3 hsvTorgb2_g56 = RGBToHSV( ( CZY_LightColor * hsvTorgb32_g52.z * saturate( ( LightMask27_g52 * ( 1.5 * temp_output_26_0_g52 ) ) ) ).rgb );
float3 hsvTorgb3_g56 = HSVToRGB( float3(hsvTorgb2_g56.x,saturate( ( hsvTorgb2_g56.y + CZY_FilterSaturation ) ),( hsvTorgb2_g56.z + CZY_FilterValue )) );
float4 temp_output_10_0_g56 = ( float4( hsvTorgb3_g56 , 0.0 ) * CZY_FilterColor );
float3 direction90_g52 = ( temp_output_91_0_g52 - _WorldSpaceCameraPos );
float3 normalizeResult93_g52 = normalize( direction90_g52 );
float3 normalizeResult88_g52 = normalize( CZY_MoonDirection );
float dotResult49_g52 = dot( normalizeResult93_g52 , normalizeResult88_g52 );
half MoonMask47_g52 = saturate( pow( abs( ( saturate( (dotResult49_g52*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
float3 hsvTorgb2_g55 = RGBToHSV( ( temp_output_142_0_g52 + ( hsvTorgb32_g52.z * saturate( ( temp_output_26_0_g52 * MoonMask47_g52 ) ) * CZY_FogMoonFlareColor ) ).rgb );
float3 hsvTorgb3_g55 = HSVToRGB( float3(hsvTorgb2_g55.x,saturate( ( hsvTorgb2_g55.y + CZY_FilterSaturation ) ),( hsvTorgb2_g55.z + CZY_FilterValue )) );
float4 temp_output_10_0_g55 = ( float4( hsvTorgb3_g55 , 0.0 ) * CZY_FilterColor );
float finalAlpha141_g59 = temp_output_26_0_g59;
float finalAlpha141_g52 = temp_output_26_0_g52;
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( ( temp_output_10_0_g63 * CZY_SunFilterColor ) + temp_output_10_0_g62 ).rgb;
float Alpha = ( ( finalAlpha141_g59 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g59.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - localHLSL20_g58 ) );
float3 Color = ( ( temp_output_10_0_g56 * CZY_SunFilterColor ) + temp_output_10_0_g55 ).rgb;
float Alpha = ( finalAlpha141_g52 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g52.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -646,9 +626,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 UnStereo( float2 UV )
@ -660,7 +637,7 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return UV;
}
float3 InvertDepthDirURP75_g60( float3 In )
float3 InvertDepthDirURP75_g53( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
@ -669,19 +646,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction( VertexInput v )
{
@ -829,45 +793,41 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float4 screenPos = IN.ase_texcoord2;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float clampDepth7_g59 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g59 = ( clampDepth7_g59 * _ProjectionParams.z );
float2 UV22_g61 = ase_screenPosNorm.xy;
float2 localUnStereo22_g61 = UnStereo( UV22_g61 );
float2 break64_g60 = localUnStereo22_g61;
float clampDepth69_g60 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
float clampDepth7_g52 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g52 = ( clampDepth7_g52 * _ProjectionParams.z );
float2 UV22_g54 = ase_screenPosNorm.xy;
float2 localUnStereo22_g54 = UnStereo( UV22_g54 );
float2 break64_g53 = localUnStereo22_g54;
float clampDepth69_g53 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g60 = ( 1.0 - clampDepth69_g60 );
float staticSwitch38_g53 = ( 1.0 - clampDepth69_g53 );
#else
float staticSwitch38_g60 = clampDepth69_g60;
float staticSwitch38_g53 = clampDepth69_g53;
#endif
float3 appendResult39_g60 = (float3(break64_g60.x , break64_g60.y , staticSwitch38_g60));
float4 appendResult42_g60 = (float4((appendResult39_g60*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g60 = mul( unity_CameraInvProjection, appendResult42_g60 );
float3 temp_output_46_0_g60 = ( (temp_output_43_0_g60).xyz / (temp_output_43_0_g60).w );
float3 In75_g60 = temp_output_46_0_g60;
float3 localInvertDepthDirURP75_g60 = InvertDepthDirURP75_g60( In75_g60 );
float4 appendResult49_g60 = (float4(localInvertDepthDirURP75_g60 , 1.0));
float lerpResult114_g59 = lerp( preDepth120_g59 , ( preDepth120_g59 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g60 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g59 / CZY_VariationDistance ) ) ));
float newFogDepth103_g59 = lerpResult114_g59;
float temp_output_15_0_g59 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g59 ) );
float temp_output_1_0_g64 = temp_output_15_0_g59;
float4 lerpResult28_g64 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g64 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g64 = lerp( saturate( lerpResult28_g64 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g64 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g64 = lerp( lerpResult41_g64 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g64 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g64 = lerp( lerpResult35_g64 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g64 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g59 = lerpResult113_g64;
float temp_output_26_0_g59 = ( (temp_output_142_0_g59).a * saturate( temp_output_15_0_g59 ) );
float finalAlpha141_g59 = temp_output_26_0_g59;
float3 temp_output_91_0_g59 = WorldPosition;
float3 direction90_g59 = ( temp_output_91_0_g59 - _WorldSpaceCameraPos );
float3 appendResult39_g53 = (float3(break64_g53.x , break64_g53.y , staticSwitch38_g53));
float4 appendResult42_g53 = (float4((appendResult39_g53*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g53 = mul( unity_CameraInvProjection, appendResult42_g53 );
float3 temp_output_46_0_g53 = ( (temp_output_43_0_g53).xyz / (temp_output_43_0_g53).w );
float3 In75_g53 = temp_output_46_0_g53;
float3 localInvertDepthDirURP75_g53 = InvertDepthDirURP75_g53( In75_g53 );
float4 appendResult49_g53 = (float4(localInvertDepthDirURP75_g53 , 1.0));
float lerpResult114_g52 = lerp( preDepth120_g52 , ( preDepth120_g52 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g53 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g52 / CZY_VariationDistance ) ) ));
float newFogDepth103_g52 = lerpResult114_g52;
float temp_output_15_0_g52 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g52 ) );
float temp_output_1_0_g57 = temp_output_15_0_g52;
float4 lerpResult28_g57 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g57 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g57 = lerp( saturate( lerpResult28_g57 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g57 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g57 = lerp( lerpResult41_g57 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g57 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g57 = lerp( lerpResult35_g57 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g57 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g52 = lerpResult113_g57;
float temp_output_26_0_g52 = ( (temp_output_142_0_g52).a * saturate( temp_output_15_0_g52 ) );
float finalAlpha141_g52 = temp_output_26_0_g52;
float3 temp_output_91_0_g52 = WorldPosition;
float3 direction90_g52 = ( temp_output_91_0_g52 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
float Alpha = ( ( finalAlpha141_g59 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g59.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - localHLSL20_g58 ) );
float Alpha = ( finalAlpha141_g52 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g52.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -964,9 +924,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 UnStereo( float2 UV )
@ -978,7 +935,7 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return UV;
}
float3 InvertDepthDirURP75_g60( float3 In )
float3 InvertDepthDirURP75_g53( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
@ -987,19 +944,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
int _ObjectId;
int _PassValue;
@ -1137,46 +1081,42 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float clampDepth7_g59 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g59 = ( clampDepth7_g59 * _ProjectionParams.z );
float2 UV22_g61 = ase_screenPosNorm.xy;
float2 localUnStereo22_g61 = UnStereo( UV22_g61 );
float2 break64_g60 = localUnStereo22_g61;
float clampDepth69_g60 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
float clampDepth7_g52 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g52 = ( clampDepth7_g52 * _ProjectionParams.z );
float2 UV22_g54 = ase_screenPosNorm.xy;
float2 localUnStereo22_g54 = UnStereo( UV22_g54 );
float2 break64_g53 = localUnStereo22_g54;
float clampDepth69_g53 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g60 = ( 1.0 - clampDepth69_g60 );
float staticSwitch38_g53 = ( 1.0 - clampDepth69_g53 );
#else
float staticSwitch38_g60 = clampDepth69_g60;
float staticSwitch38_g53 = clampDepth69_g53;
#endif
float3 appendResult39_g60 = (float3(break64_g60.x , break64_g60.y , staticSwitch38_g60));
float4 appendResult42_g60 = (float4((appendResult39_g60*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g60 = mul( unity_CameraInvProjection, appendResult42_g60 );
float3 temp_output_46_0_g60 = ( (temp_output_43_0_g60).xyz / (temp_output_43_0_g60).w );
float3 In75_g60 = temp_output_46_0_g60;
float3 localInvertDepthDirURP75_g60 = InvertDepthDirURP75_g60( In75_g60 );
float4 appendResult49_g60 = (float4(localInvertDepthDirURP75_g60 , 1.0));
float lerpResult114_g59 = lerp( preDepth120_g59 , ( preDepth120_g59 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g60 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g59 / CZY_VariationDistance ) ) ));
float newFogDepth103_g59 = lerpResult114_g59;
float temp_output_15_0_g59 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g59 ) );
float temp_output_1_0_g64 = temp_output_15_0_g59;
float4 lerpResult28_g64 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g64 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g64 = lerp( saturate( lerpResult28_g64 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g64 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g64 = lerp( lerpResult41_g64 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g64 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g64 = lerp( lerpResult35_g64 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g64 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g59 = lerpResult113_g64;
float temp_output_26_0_g59 = ( (temp_output_142_0_g59).a * saturate( temp_output_15_0_g59 ) );
float finalAlpha141_g59 = temp_output_26_0_g59;
float3 appendResult39_g53 = (float3(break64_g53.x , break64_g53.y , staticSwitch38_g53));
float4 appendResult42_g53 = (float4((appendResult39_g53*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g53 = mul( unity_CameraInvProjection, appendResult42_g53 );
float3 temp_output_46_0_g53 = ( (temp_output_43_0_g53).xyz / (temp_output_43_0_g53).w );
float3 In75_g53 = temp_output_46_0_g53;
float3 localInvertDepthDirURP75_g53 = InvertDepthDirURP75_g53( In75_g53 );
float4 appendResult49_g53 = (float4(localInvertDepthDirURP75_g53 , 1.0));
float lerpResult114_g52 = lerp( preDepth120_g52 , ( preDepth120_g52 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g53 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g52 / CZY_VariationDistance ) ) ));
float newFogDepth103_g52 = lerpResult114_g52;
float temp_output_15_0_g52 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g52 ) );
float temp_output_1_0_g57 = temp_output_15_0_g52;
float4 lerpResult28_g57 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g57 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g57 = lerp( saturate( lerpResult28_g57 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g57 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g57 = lerp( lerpResult41_g57 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g57 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g57 = lerp( lerpResult35_g57 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g57 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g52 = lerpResult113_g57;
float temp_output_26_0_g52 = ( (temp_output_142_0_g52).a * saturate( temp_output_15_0_g52 ) );
float finalAlpha141_g52 = temp_output_26_0_g52;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 temp_output_91_0_g59 = ase_worldPos;
float3 direction90_g59 = ( temp_output_91_0_g59 - _WorldSpaceCameraPos );
float3 temp_output_91_0_g52 = ase_worldPos;
float3 direction90_g52 = ( temp_output_91_0_g52 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
surfaceDescription.Alpha = ( ( finalAlpha141_g59 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g59.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - localHLSL20_g58 ) );
surfaceDescription.Alpha = ( finalAlpha141_g52 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g52.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1273,9 +1213,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 UnStereo( float2 UV )
@ -1287,7 +1224,7 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return UV;
}
float3 InvertDepthDirURP75_g60( float3 In )
float3 InvertDepthDirURP75_g53( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
@ -1296,19 +1233,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
float4 _SelectionID;
@ -1441,46 +1365,42 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float4 screenPos = IN.ase_texcoord;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float clampDepth7_g59 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g59 = ( clampDepth7_g59 * _ProjectionParams.z );
float2 UV22_g61 = ase_screenPosNorm.xy;
float2 localUnStereo22_g61 = UnStereo( UV22_g61 );
float2 break64_g60 = localUnStereo22_g61;
float clampDepth69_g60 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
float clampDepth7_g52 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g52 = ( clampDepth7_g52 * _ProjectionParams.z );
float2 UV22_g54 = ase_screenPosNorm.xy;
float2 localUnStereo22_g54 = UnStereo( UV22_g54 );
float2 break64_g53 = localUnStereo22_g54;
float clampDepth69_g53 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g60 = ( 1.0 - clampDepth69_g60 );
float staticSwitch38_g53 = ( 1.0 - clampDepth69_g53 );
#else
float staticSwitch38_g60 = clampDepth69_g60;
float staticSwitch38_g53 = clampDepth69_g53;
#endif
float3 appendResult39_g60 = (float3(break64_g60.x , break64_g60.y , staticSwitch38_g60));
float4 appendResult42_g60 = (float4((appendResult39_g60*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g60 = mul( unity_CameraInvProjection, appendResult42_g60 );
float3 temp_output_46_0_g60 = ( (temp_output_43_0_g60).xyz / (temp_output_43_0_g60).w );
float3 In75_g60 = temp_output_46_0_g60;
float3 localInvertDepthDirURP75_g60 = InvertDepthDirURP75_g60( In75_g60 );
float4 appendResult49_g60 = (float4(localInvertDepthDirURP75_g60 , 1.0));
float lerpResult114_g59 = lerp( preDepth120_g59 , ( preDepth120_g59 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g60 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g59 / CZY_VariationDistance ) ) ));
float newFogDepth103_g59 = lerpResult114_g59;
float temp_output_15_0_g59 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g59 ) );
float temp_output_1_0_g64 = temp_output_15_0_g59;
float4 lerpResult28_g64 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g64 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g64 = lerp( saturate( lerpResult28_g64 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g64 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g64 = lerp( lerpResult41_g64 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g64 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g64 = lerp( lerpResult35_g64 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g64 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g59 = lerpResult113_g64;
float temp_output_26_0_g59 = ( (temp_output_142_0_g59).a * saturate( temp_output_15_0_g59 ) );
float finalAlpha141_g59 = temp_output_26_0_g59;
float3 appendResult39_g53 = (float3(break64_g53.x , break64_g53.y , staticSwitch38_g53));
float4 appendResult42_g53 = (float4((appendResult39_g53*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g53 = mul( unity_CameraInvProjection, appendResult42_g53 );
float3 temp_output_46_0_g53 = ( (temp_output_43_0_g53).xyz / (temp_output_43_0_g53).w );
float3 In75_g53 = temp_output_46_0_g53;
float3 localInvertDepthDirURP75_g53 = InvertDepthDirURP75_g53( In75_g53 );
float4 appendResult49_g53 = (float4(localInvertDepthDirURP75_g53 , 1.0));
float lerpResult114_g52 = lerp( preDepth120_g52 , ( preDepth120_g52 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g53 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g52 / CZY_VariationDistance ) ) ));
float newFogDepth103_g52 = lerpResult114_g52;
float temp_output_15_0_g52 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g52 ) );
float temp_output_1_0_g57 = temp_output_15_0_g52;
float4 lerpResult28_g57 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g57 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g57 = lerp( saturate( lerpResult28_g57 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g57 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g57 = lerp( lerpResult41_g57 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g57 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g57 = lerp( lerpResult35_g57 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g57 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g52 = lerpResult113_g57;
float temp_output_26_0_g52 = ( (temp_output_142_0_g52).a * saturate( temp_output_15_0_g52 ) );
float finalAlpha141_g52 = temp_output_26_0_g52;
float3 ase_worldPos = IN.ase_texcoord1.xyz;
float3 temp_output_91_0_g59 = ase_worldPos;
float3 direction90_g59 = ( temp_output_91_0_g59 - _WorldSpaceCameraPos );
float3 temp_output_91_0_g52 = ase_worldPos;
float3 direction90_g52 = ( temp_output_91_0_g52 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
surfaceDescription.Alpha = ( ( finalAlpha141_g59 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g59.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - localHLSL20_g58 ) );
surfaceDescription.Alpha = ( finalAlpha141_g52 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g52.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1587,9 +1507,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 UnStereo( float2 UV )
@ -1601,7 +1518,7 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return UV;
}
float3 InvertDepthDirURP75_g60( float3 In )
float3 InvertDepthDirURP75_g53( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
@ -1610,19 +1527,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -1759,46 +1663,42 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float clampDepth7_g59 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g59 = ( clampDepth7_g59 * _ProjectionParams.z );
float2 UV22_g61 = ase_screenPosNorm.xy;
float2 localUnStereo22_g61 = UnStereo( UV22_g61 );
float2 break64_g60 = localUnStereo22_g61;
float clampDepth69_g60 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
float clampDepth7_g52 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g52 = ( clampDepth7_g52 * _ProjectionParams.z );
float2 UV22_g54 = ase_screenPosNorm.xy;
float2 localUnStereo22_g54 = UnStereo( UV22_g54 );
float2 break64_g53 = localUnStereo22_g54;
float clampDepth69_g53 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g60 = ( 1.0 - clampDepth69_g60 );
float staticSwitch38_g53 = ( 1.0 - clampDepth69_g53 );
#else
float staticSwitch38_g60 = clampDepth69_g60;
float staticSwitch38_g53 = clampDepth69_g53;
#endif
float3 appendResult39_g60 = (float3(break64_g60.x , break64_g60.y , staticSwitch38_g60));
float4 appendResult42_g60 = (float4((appendResult39_g60*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g60 = mul( unity_CameraInvProjection, appendResult42_g60 );
float3 temp_output_46_0_g60 = ( (temp_output_43_0_g60).xyz / (temp_output_43_0_g60).w );
float3 In75_g60 = temp_output_46_0_g60;
float3 localInvertDepthDirURP75_g60 = InvertDepthDirURP75_g60( In75_g60 );
float4 appendResult49_g60 = (float4(localInvertDepthDirURP75_g60 , 1.0));
float lerpResult114_g59 = lerp( preDepth120_g59 , ( preDepth120_g59 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g60 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g59 / CZY_VariationDistance ) ) ));
float newFogDepth103_g59 = lerpResult114_g59;
float temp_output_15_0_g59 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g59 ) );
float temp_output_1_0_g64 = temp_output_15_0_g59;
float4 lerpResult28_g64 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g64 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g64 = lerp( saturate( lerpResult28_g64 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g64 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g64 = lerp( lerpResult41_g64 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g64 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g64 = lerp( lerpResult35_g64 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g64 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g59 = lerpResult113_g64;
float temp_output_26_0_g59 = ( (temp_output_142_0_g59).a * saturate( temp_output_15_0_g59 ) );
float finalAlpha141_g59 = temp_output_26_0_g59;
float3 appendResult39_g53 = (float3(break64_g53.x , break64_g53.y , staticSwitch38_g53));
float4 appendResult42_g53 = (float4((appendResult39_g53*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g53 = mul( unity_CameraInvProjection, appendResult42_g53 );
float3 temp_output_46_0_g53 = ( (temp_output_43_0_g53).xyz / (temp_output_43_0_g53).w );
float3 In75_g53 = temp_output_46_0_g53;
float3 localInvertDepthDirURP75_g53 = InvertDepthDirURP75_g53( In75_g53 );
float4 appendResult49_g53 = (float4(localInvertDepthDirURP75_g53 , 1.0));
float lerpResult114_g52 = lerp( preDepth120_g52 , ( preDepth120_g52 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g53 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g52 / CZY_VariationDistance ) ) ));
float newFogDepth103_g52 = lerpResult114_g52;
float temp_output_15_0_g52 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g52 ) );
float temp_output_1_0_g57 = temp_output_15_0_g52;
float4 lerpResult28_g57 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g57 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g57 = lerp( saturate( lerpResult28_g57 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g57 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g57 = lerp( lerpResult41_g57 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g57 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g57 = lerp( lerpResult35_g57 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g57 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g52 = lerpResult113_g57;
float temp_output_26_0_g52 = ( (temp_output_142_0_g52).a * saturate( temp_output_15_0_g52 ) );
float finalAlpha141_g52 = temp_output_26_0_g52;
float3 ase_worldPos = IN.ase_texcoord2.xyz;
float3 temp_output_91_0_g59 = ase_worldPos;
float3 direction90_g59 = ( temp_output_91_0_g59 - _WorldSpaceCameraPos );
float3 temp_output_91_0_g52 = ase_worldPos;
float3 direction90_g52 = ( temp_output_91_0_g52 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
surfaceDescription.Alpha = ( ( finalAlpha141_g59 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g59.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - localHLSL20_g58 ) );
surfaceDescription.Alpha = ( finalAlpha141_g52 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g52.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1905,9 +1805,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float2 UnStereo( float2 UV )
@ -1919,7 +1816,7 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return UV;
}
float3 InvertDepthDirURP75_g60( float3 In )
float3 InvertDepthDirURP75_g53( float3 In )
{
float3 result = In;
#if !defined(ASE_SRP_VERSION) || ASE_SRP_VERSION <= 70301 || ASE_SRP_VERSION == 70503 || ASE_SRP_VERSION == 70600 || ASE_SRP_VERSION == 70700 || ASE_SRP_VERSION == 70701 || ASE_SRP_VERSION >= 80301
@ -1928,19 +1825,6 @@ Shader "Distant Lands/Cozy/Stylized Fog"
return result;
}
float HLSL20_g58( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
struct SurfaceDescription
{
@ -2077,46 +1961,42 @@ Shader "Distant Lands/Cozy/Stylized Fog"
float4 screenPos = IN.ase_texcoord1;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float clampDepth7_g59 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g59 = ( clampDepth7_g59 * _ProjectionParams.z );
float2 UV22_g61 = ase_screenPosNorm.xy;
float2 localUnStereo22_g61 = UnStereo( UV22_g61 );
float2 break64_g60 = localUnStereo22_g61;
float clampDepth69_g60 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
float clampDepth7_g52 = Linear01Depth(SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy ),_ZBufferParams);
float preDepth120_g52 = ( clampDepth7_g52 * _ProjectionParams.z );
float2 UV22_g54 = ase_screenPosNorm.xy;
float2 localUnStereo22_g54 = UnStereo( UV22_g54 );
float2 break64_g53 = localUnStereo22_g54;
float clampDepth69_g53 = SHADERGRAPH_SAMPLE_SCENE_DEPTH( ase_screenPosNorm.xy );
#ifdef UNITY_REVERSED_Z
float staticSwitch38_g60 = ( 1.0 - clampDepth69_g60 );
float staticSwitch38_g53 = ( 1.0 - clampDepth69_g53 );
#else
float staticSwitch38_g60 = clampDepth69_g60;
float staticSwitch38_g53 = clampDepth69_g53;
#endif
float3 appendResult39_g60 = (float3(break64_g60.x , break64_g60.y , staticSwitch38_g60));
float4 appendResult42_g60 = (float4((appendResult39_g60*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g60 = mul( unity_CameraInvProjection, appendResult42_g60 );
float3 temp_output_46_0_g60 = ( (temp_output_43_0_g60).xyz / (temp_output_43_0_g60).w );
float3 In75_g60 = temp_output_46_0_g60;
float3 localInvertDepthDirURP75_g60 = InvertDepthDirURP75_g60( In75_g60 );
float4 appendResult49_g60 = (float4(localInvertDepthDirURP75_g60 , 1.0));
float lerpResult114_g59 = lerp( preDepth120_g59 , ( preDepth120_g59 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g60 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g59 / CZY_VariationDistance ) ) ));
float newFogDepth103_g59 = lerpResult114_g59;
float temp_output_15_0_g59 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g59 ) );
float temp_output_1_0_g64 = temp_output_15_0_g59;
float4 lerpResult28_g64 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g64 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g64 = lerp( saturate( lerpResult28_g64 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g64 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g64 = lerp( lerpResult41_g64 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g64 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g64 = lerp( lerpResult35_g64 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g64 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g59 = lerpResult113_g64;
float temp_output_26_0_g59 = ( (temp_output_142_0_g59).a * saturate( temp_output_15_0_g59 ) );
float finalAlpha141_g59 = temp_output_26_0_g59;
float3 appendResult39_g53 = (float3(break64_g53.x , break64_g53.y , staticSwitch38_g53));
float4 appendResult42_g53 = (float4((appendResult39_g53*2.0 + -1.0) , 1.0));
float4 temp_output_43_0_g53 = mul( unity_CameraInvProjection, appendResult42_g53 );
float3 temp_output_46_0_g53 = ( (temp_output_43_0_g53).xyz / (temp_output_43_0_g53).w );
float3 In75_g53 = temp_output_46_0_g53;
float3 localInvertDepthDirURP75_g53 = InvertDepthDirURP75_g53( In75_g53 );
float4 appendResult49_g53 = (float4(localInvertDepthDirURP75_g53 , 1.0));
float lerpResult114_g52 = lerp( preDepth120_g52 , ( preDepth120_g52 * (( 1.0 - CZY_VariationAmount ) + (tex2D( _FogVariationTexture, (( (mul( unity_CameraToWorld, appendResult49_g53 )).xz + ( (CZY_VariationWindDirection).xz * _TimeParameters.x ) )*( 0.1 / CZY_VariationScale ) + 0.0) ).r - 0.0) * (1.0 - ( 1.0 - CZY_VariationAmount )) / (1.0 - 0.0)) ) , ( 1.0 - saturate( ( preDepth120_g52 / CZY_VariationDistance ) ) ));
float newFogDepth103_g52 = lerpResult114_g52;
float temp_output_15_0_g52 = ( CZY_FogDepthMultiplier * sqrt( newFogDepth103_g52 ) );
float temp_output_1_0_g57 = temp_output_15_0_g52;
float4 lerpResult28_g57 = lerp( CZY_FogColor1 , CZY_FogColor2 , saturate( ( temp_output_1_0_g57 / CZY_FogColorStart1 ) ));
float4 lerpResult41_g57 = lerp( saturate( lerpResult28_g57 ) , CZY_FogColor3 , saturate( ( ( CZY_FogColorStart1 - temp_output_1_0_g57 ) / ( CZY_FogColorStart1 - CZY_FogColorStart2 ) ) ));
float4 lerpResult35_g57 = lerp( lerpResult41_g57 , CZY_FogColor4 , saturate( ( ( CZY_FogColorStart2 - temp_output_1_0_g57 ) / ( CZY_FogColorStart2 - CZY_FogColorStart3 ) ) ));
float4 lerpResult113_g57 = lerp( lerpResult35_g57 , CZY_FogColor5 , saturate( ( ( CZY_FogColorStart3 - temp_output_1_0_g57 ) / ( CZY_FogColorStart3 - CZY_FogColorStart4 ) ) ));
float4 temp_output_142_0_g52 = lerpResult113_g57;
float temp_output_26_0_g52 = ( (temp_output_142_0_g52).a * saturate( temp_output_15_0_g52 ) );
float finalAlpha141_g52 = temp_output_26_0_g52;
float3 ase_worldPos = IN.ase_texcoord2.xyz;
float3 temp_output_91_0_g59 = ase_worldPos;
float3 direction90_g59 = ( temp_output_91_0_g59 - _WorldSpaceCameraPos );
float3 temp_output_91_0_g52 = ase_worldPos;
float3 direction90_g52 = ( temp_output_91_0_g52 - _WorldSpaceCameraPos );
float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
bool enabled20_g58 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g58 =(bool)_FullySubmerged;
float textureSample20_g58 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g58 = HLSL20_g58( enabled20_g58 , submerged20_g58 , textureSample20_g58 );
surfaceDescription.Alpha = ( ( finalAlpha141_g59 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g59.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ) * ( 1.0 - localHLSL20_g58 ) );
surfaceDescription.Alpha = ( finalAlpha141_g52 * saturate( ( ( 1.0 - saturate( ( ( ( direction90_g52.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2154,16 +2034,8 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;225;-82,289.5714;Float;Fals
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;226;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;227;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;228;-82,289.5714;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.FunctionNode;306;-624,128;Inherit;False;Stylized Fog ASE Function;0;;59;649d2917c22fd754aa7be82b00ec0d80;0;2;151;FLOAT;0;False;91;FLOAT3;0,0,0;False;2;COLOR;0;FLOAT;56
Node;AmplifyShaderEditor.FunctionNode;303;-720,240;Inherit;False;UnderwaterMask;2;;58;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;304;-464,240;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;305;-284.5413,198.0229;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;307;-924.0187,248.9201;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
WireConnection;220;2;306;0
WireConnection;220;3;305;0
WireConnection;303;4;307;0
WireConnection;304;0;303;0
WireConnection;305;0;306;56
WireConnection;305;1;304;0
Node;AmplifyShaderEditor.FunctionNode;302;-624,128;Inherit;False;Stylized Fog ASE Function;0;;52;649d2917c22fd754aa7be82b00ec0d80;0;1;91;FLOAT3;0,0,0;False;2;COLOR;0;FLOAT;56
WireConnection;220;2;302;0
WireConnection;220;3;302;56
ASEEND*/
//CHKSM=4F045D0AE9FF5BB851771B44BFF46A4B8C721BC9
//CHKSM=CC0EBCED643B3F9435C9CD951D0728490015D183

View File

@ -226,7 +226,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Desktop"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -272,9 +271,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Desktop"
float CZY_RainbowIntensity;
sampler2D CZY_LightScatteringMap;
float4 CZY_LightColumnColor;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -344,19 +340,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Desktop"
return float4(color, alpha);
}
float HLSL20_g66( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -365,10 +348,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Desktop"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -603,14 +582,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Desktop"
float saferPower329 = abs( ( ( abs( transform325.y ) * 0.03 ) + -0.3 ) );
float LightColumnsPattern309 = saturate( ( min( tex2D( CZY_LightScatteringMap, rotator316 ).r , tex2D( CZY_LightScatteringMap, rotator295 ).r ) * (1.0 + (saturate( pow( saferPower329 , 1.0 ) ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) ) );
float4 LightColumnsColor315 = ( LightColumnsPattern309 * CZY_LightColumnColor );
bool enabled20_g66 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g66 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g66 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g66 = HLSL20_g66( enabled20_g66 , submerged20_g66 , textureSample20_g66 );
clip( ( 1.0 - localHLSL20_g66 ) - 0.5);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
@ -2092,6 +2063,7 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;362;104.1543,85.88161;Float
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;358;104.1543,85.88161;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;360;104.1543,85.88161;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;361;104.1543,85.88161;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;359;-319.2936,266.642;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/Stylized Sky Desktop;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=-100;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;1;638034390100057656; Blend;0;0;Two Sided;2;638034390263505318;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;363;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;364;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;365;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
@ -2118,14 +2090,14 @@ Node;AmplifyShaderEditor.FunctionNode;382;-3984,-1936;Inherit;False;Filter Color
Node;AmplifyShaderEditor.FunctionNode;383;-4000,-1742;Inherit;False;Filter Color;-1;;2;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;384;-3968,113.2675;Inherit;False;Filter Color;-1;;3;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;385;-3792,-768;Inherit;False;Filter Color;-1;;4;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,0;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;1;-4208,-1936;Inherit;False;Global;CZY_HorizonColor;CZY_HorizonColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0,0.5536435,0.9006454,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;2;-4208,-1744;Inherit;False;Global;CZY_ZenithColor;CZY_ZenithColor;4;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.4000979,0.6638572,0.764151,0;0,0.1144913,0.3568628,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;189;1408,-1744;Inherit;False;Global;CZY_StarColor;CZY_StarColor;18;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;247;1440,-1408;Inherit;False;Global;CZY_GalaxyMultiplier;CZY_GalaxyMultiplier;20;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;1;-4208,-1936;Inherit;False;Global;CZY_HorizonColor;CZY_HorizonColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0.02745098,0.09019608,0.1215686,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;2;-4208,-1744;Inherit;False;Global;CZY_ZenithColor;CZY_ZenithColor;4;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.4000979,0.6638572,0.764151,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;189;1408,-1744;Inherit;False;Global;CZY_StarColor;CZY_StarColor;18;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;16,16,16,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;247;1440,-1408;Inherit;False;Global;CZY_GalaxyMultiplier;CZY_GalaxyMultiplier;20;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;1;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;292;-3346.207,1154.068;Inherit;False;Global;CZY_RainbowIntensity;CZY_RainbowIntensity;21;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;284;-4655.661,1012.623;Inherit;False;Global;CZY_RainbowSize;CZY_RainbowSize;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;270;-4664.661,1115.623;Inherit;False;Global;CZY_RainbowWidth;CZY_RainbowWidth;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;2.7;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;312;1464.469,888.144;Inherit;False;Global;CZY_LightColumnColor;CZY_LightColumnColor;19;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;284;-4655.661,1012.623;Inherit;False;Global;CZY_RainbowSize;CZY_RainbowSize;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;16.8;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;270;-4664.661,1115.623;Inherit;False;Global;CZY_RainbowWidth;CZY_RainbowWidth;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;24.3;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;312;1464.469,888.144;Inherit;False;Global;CZY_LightColumnColor;CZY_LightColumnColor;19;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;0.09411765,1.380392,2.352941,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;239;2432,-1248;Inherit;False;Global;CZY_GalaxyColor3;CZY_GalaxyColor3;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0.3537736,0.6836287,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;237;2432,-1424;Inherit;False;Global;CZY_GalaxyColor2;CZY_GalaxyColor2;2;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0.4681289,0.4470588,1,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;238;2432,-1600;Inherit;False;Global;CZY_GalaxyColor1;CZY_GalaxyColor1;3;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0.110582,0.2331686,0.6698113,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
@ -2146,7 +2118,7 @@ Node;AmplifyShaderEditor.SamplerNode;209;3490.346,-2698.76;Inherit;True;Property
Node;AmplifyShaderEditor.SamplerNode;211;3490.346,-2506.76;Inherit;True;Property;_TextureSample5;Texture Sample 5;2;0;Create;True;0;0;0;False;0;False;-1;None;59cb97507f14c1d468e967d73ca67a9b;True;0;False;white;Auto;False;Instance;157;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;157;80,-1936;Inherit;True;Global;CZY_GalaxyVariationMap;CZY_GalaxyVariationMap;2;0;Create;True;0;0;0;False;0;False;-1;None;638cc442ec8c58c4fa3027cb13d4c95c;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;179;413,-2909;Inherit;True;Global;CZY_StarMap;CZY_StarMap;0;0;Create;True;0;0;0;False;0;False;-1;610adfdc91abe6e49a06f9b16aaeed7e;610adfdc91abe6e49a06f9b16aaeed7e;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;355;447,-2512;Inherit;True;Global;CZY_GalaxyStarMap;CZY_GalaxyStarMap;5;0;Create;True;0;0;0;False;0;False;-1;831ed62fbc9349041bf2404184ed2461;831ed62fbc9349041bf2404184ed2461;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;355;447,-2512;Inherit;True;Global;CZY_GalaxyStarMap;CZY_GalaxyStarMap;3;0;Create;True;0;0;0;False;0;False;-1;831ed62fbc9349041bf2404184ed2461;831ed62fbc9349041bf2404184ed2461;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;301;2060.849,-352.351;Inherit;True;Global;CZY_LightScatteringMap;CZY_LightScatteringMap;1;0;Create;True;0;0;0;False;0;False;-1;None;cd724bd74f795ff4ba24bfa98a6c9cd8;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;223;3744,-1200;Inherit;True;Property;_TextureSample6;Texture Sample 6;2;0;Create;True;0;0;0;False;0;False;-1;None;59cb97507f14c1d468e967d73ca67a9b;True;0;False;white;Auto;False;Instance;157;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;231;3728,-992;Inherit;True;Property;_TextureSample7;Texture Sample 7;2;0;Create;True;0;0;0;False;0;False;-1;None;59cb97507f14c1d468e967d73ca67a9b;True;0;False;white;Auto;False;Instance;157;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
@ -2165,7 +2137,7 @@ Node;AmplifyShaderEditor.ScaleAndOffsetNode;155;-112,-1936;Inherit;False;3;0;FLO
Node;AmplifyShaderEditor.RegisterLocalVarNode;160;1104,-1520;Inherit;False;GalaxyPattern;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;185;1193.017,-1838.297;Inherit;True;182;StarPattern;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;356;288,-2512;Inherit;False;353;GalaxyPos;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SamplerNode;340;512,-1376;Inherit;True;Global;CZY_GalaxyMap;CZY_GalaxyMap;6;0;Create;True;0;0;0;False;0;False;-1;9e328e1f846025e47ad7a9f00ca77f9b;9e328e1f846025e47ad7a9f00ca77f9b;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;340;512,-1376;Inherit;True;Global;CZY_GalaxyMap;CZY_GalaxyMap;4;0;Create;True;0;0;0;False;0;False;-1;9e328e1f846025e47ad7a9f00ca77f9b;9e328e1f846025e47ad7a9f00ca77f9b;True;0;False;black;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.GetLocalVarNode;354;320,-1376;Inherit;False;353;GalaxyPos;1;0;OBJECT;;False;1;FLOAT2;0
Node;AmplifyShaderEditor.GetLocalVarNode;246;1488,-1472;Inherit;False;236;FinalGalaxyColoring;1;0;OBJECT;;False;1;COLOR;0
Node;AmplifyShaderEditor.GetLocalVarNode;242;2284.784,-1037.094;Inherit;False;226;GalaxyColoring;1;0;OBJECT;;False;1;COLOR;0
@ -2174,7 +2146,7 @@ Node;AmplifyShaderEditor.RotatorNode;221;3344,-1200;Inherit;False;3;0;FLOAT2;0,0
Node;AmplifyShaderEditor.RotatorNode;235;3344,-800;Inherit;False;3;0;FLOAT2;0,0;False;1;FLOAT2;0.5,0.5;False;2;FLOAT;0.001;False;1;FLOAT2;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;389;-4432,-736;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;40;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleAddOpNode;388;-4288,-736;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;5;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;31;-4656,-737;Inherit;False;Global;CZY_SunHaloFalloff;CZY_SunHaloFalloff;6;0;Create;False;0;0;0;False;0;False;0.5;0.48;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;31;-4656,-737;Inherit;False;Global;CZY_SunHaloFalloff;CZY_SunHaloFalloff;6;0;Create;False;0;0;0;False;0;False;0.5;0.606;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;60;-4677.368,9.632609;Inherit;False;67;MoonDot;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;46;-3616,-496;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.0007;False;1;FLOAT;0
Node;AmplifyShaderEditor.Compare;394;-1712,-1312;Inherit;False;2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;1;False;1;FLOAT;0
@ -2192,8 +2164,8 @@ Node;AmplifyShaderEditor.SimpleMultiplyOpNode;44;-2880,-560;Inherit;False;2;2;0;
Node;AmplifyShaderEditor.RegisterLocalVarNode;70;-2736,-560;Inherit;False;SunRender;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.OneMinusNode;395;-1904,-1328;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.PowerNode;396;-2048,-1248;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;3;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;406;-4352,-448;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;5;0;Create;True;0;0;0;False;0;False;0,0,0;-0.1283024,0.8779178,-0.4613011;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.ColorNode;37;-4000,-768;Inherit;False;Global;CZY_SunHaloColor;CZY_SunHaloColor;8;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.355693,0.4595688,0.4802988,1;2.729412,2.713726,2.070588,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.Vector3Node;406;-4352,-448;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;5;0;Create;True;0;0;0;False;0;False;0,0,0;-0.4188516,-0.90784,0.01975262;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.ColorNode;37;-4000,-768;Inherit;False;Global;CZY_SunHaloColor;CZY_SunHaloColor;8;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.355693,0.4595688,0.4802988,1;0.1021271,0.1492821,0.1603774,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleMultiplyOpNode;398;-1888,-1248;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0.0006;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;55;-4704,144;Float;False;Global;CZY_MoonFlareFalloff;CZY_MoonFlareFalloff;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.752;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleSubtractOpNode;63;-4393.336,294.6923;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
@ -2201,7 +2173,7 @@ Node;AmplifyShaderEditor.NormalizeNode;65;-4266.221,293.4446;Inherit;False;False
Node;AmplifyShaderEditor.DotProductOpNode;66;-4094.474,299.3718;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldPosInputsNode;61;-4573.082,232.4811;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.WorldSpaceCameraPos;62;-4642.492,381.5694;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;64;-4331.223,404.3474;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;12;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;64;-4331.223,404.3474;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;12;0;Create;True;0;0;0;False;0;False;0,0,0;0.9497417,0.311065,-0.03506216;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.SimpleSubtractOpNode;409;-3456,288;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.NormalizeNode;410;-3328,288;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.DotProductOpNode;411;-3152,288;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
@ -2209,13 +2181,8 @@ Node;AmplifyShaderEditor.WorldPosInputsNode;413;-3632,224;Inherit;False;0;4;FLOA
Node;AmplifyShaderEditor.WorldSpaceCameraPos;414;-3696,368;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RegisterLocalVarNode;412;-3008,288;Inherit;False;EclipseDot;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;397;-2096,-1328;Inherit;False;412;EclipseDot;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;415;-3392,400;Inherit;False;Global;CZY_EclipseDirection;CZY_EclipseDirection;12;0;Create;True;0;0;0;False;0;False;0,1,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;415;-3392,400;Inherit;False;Global;CZY_EclipseDirection;CZY_EclipseDirection;12;0;Create;True;0;0;0;False;0;False;0,1,0;0,-1,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RegisterLocalVarNode;67;-3946.877,291.1702;Inherit;False;MoonDot;-1;True;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;421;-272,416;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;423;-736,416;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FunctionNode;420;-544,416;Inherit;False;UnderwaterMask;3;;66;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
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Node;AmplifyShaderEditor.ClipNode;425;-112,304;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0.5;False;1;COLOR;0
WireConnection;318;0;152;0
WireConnection;343;0;341;0
WireConnection;343;2;342;0
@ -2358,6 +2325,7 @@ WireConnection;36;3;78;0
WireConnection;36;4;195;0
WireConnection;36;5;196;0
WireConnection;36;6;311;0
WireConnection;359;2;36;0
WireConnection;68;0;3;0
WireConnection;338;0;335;0
WireConnection;336;0;338;0
@ -2447,10 +2415,5 @@ WireConnection;411;0;410;0
WireConnection;411;1;415;0
WireConnection;412;0;411;0
WireConnection;67;0;66;0
WireConnection;421;0;420;0
WireConnection;420;4;423;0
WireConnection;359;2;425;0
WireConnection;425;0;36;0
WireConnection;425;1;421;0
ASEEND*/
//CHKSM=DDE5E54B4BCAF40F237CAFF4EA7872FE2774275C
//CHKSM=F146309DEF6D7D563DECD73180BB083AF30BA0EA

View File

@ -227,7 +227,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Mobile"
float fogFactor : TEXCOORD2;
#endif
float4 ase_texcoord3 : TEXCOORD3;
float4 ase_texcoord4 : TEXCOORD4;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
@ -261,9 +260,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Mobile"
sampler2D _GalaxyStars;
sampler2D _TextureSample2;
float4 CZY_StarColor;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
@ -310,19 +306,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Mobile"
return 130.0 * dot( m, g );
}
float HLSL20_g65( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
VertexOutput VertexFunction ( VertexInput v )
{
@ -331,10 +314,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Mobile"
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float4 ase_clipPos = TransformObjectToHClip((v.vertex).xyz);
float4 screenPos = ComputeScreenPos(ase_clipPos);
o.ase_texcoord4 = screenPos;
o.ase_texcoord3.xy = v.ase_texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
@ -524,14 +503,6 @@ Shader "Distant Lands/Cozy/Stylized Sky Mobile"
float sin176 = sin( 0.01 * _Time.y );
float2 rotator176 = mul( Pos83 - float2( 0.5,0.5 ) , float2x2( cos176 , -sin176 , sin176 , cos176 )) + float2( 0.5,0.5 );
float4 StarPattern182 = saturate( ( ( ( StarPlacementPattern217 * min( tex2D( _GalaxyStars, (panner321*4.0 + mulTime175) ).r , tex2D( _TextureSample2, (rotator176*0.1 + 0.0) ).r ) ) * ( 1.0 - MoonFlare76.r ) ) * CZY_StarColor ) );
bool enabled20_g65 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g65 =(bool)_FullySubmerged;
float4 screenPos = IN.ase_texcoord4;
float4 ase_screenPosNorm = screenPos / screenPos.w;
ase_screenPosNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_screenPosNorm.z : ase_screenPosNorm.z * 0.5 + 0.5;
float textureSample20_g65 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g65 = HLSL20_g65( enabled20_g65 , submerged20_g65 , textureSample20_g65 );
clip( ( 1.0 - localHLSL20_g65 ) - 0.5);
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
@ -1888,7 +1859,7 @@ Node;AmplifyShaderEditor.RegisterLocalVarNode;83;-4401.376,-1864.431;Inherit;Fal
Node;AmplifyShaderEditor.DotProductOpNode;169;-3152,-1936;Inherit;True;2;0;FLOAT2;0,0;False;1;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.DotProductOpNode;66;-4094.474,299.3718;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScaleAndOffsetNode;54;-4508.647,15.1096;Inherit;False;3;0;FLOAT;0;False;1;FLOAT;0.5;False;2;FLOAT;0.5;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;64;-4331.223,404.3474;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;12;0;Create;True;0;0;0;False;0;False;0,0,0;0,0,0;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;64;-4331.223,404.3474;Inherit;False;Global;CZY_MoonDirection;CZY_MoonDirection;12;0;Create;True;0;0;0;False;0;False;0,0,0;-0.6518188,-0.7577517,0.03073904;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.TextureCoordinatesNode;167;-3552,-1936;Inherit;False;0;-1;2;3;2;SAMPLER2D;;False;0;FLOAT2;1,1;False;1;FLOAT2;0,0;False;5;FLOAT2;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleSubtractOpNode;63;-4393.336,294.6923;Inherit;False;2;0;FLOAT3;0,0,0;False;1;FLOAT3;0,0,0;False;1;FLOAT3;0
Node;AmplifyShaderEditor.NormalizeNode;65;-4266.221,293.4446;Inherit;False;False;1;0;FLOAT3;0,0,0;False;1;FLOAT3;0
@ -1900,7 +1871,7 @@ Node;AmplifyShaderEditor.TextureCoordinatesNode;92;-4608.107,-1858.542;Inherit;F
Node;AmplifyShaderEditor.WorldPosInputsNode;22;-4613.366,-637.3319;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.SaturateNode;58;-4022.834,8.715373;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.WorldSpaceCameraPos;23;-4682.777,-488.2437;Inherit;False;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;49;-4359.506,-458.4658;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;12;0;Create;True;0;0;0;False;0;False;0,0,0;-0.1283024,0.8779178,-0.4613011;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.Vector3Node;49;-4359.506,-458.4658;Inherit;False;Global;CZY_SunDirection;CZY_SunDirection;12;0;Create;True;0;0;0;False;0;False;0,0,0;0.1627289,0.986641,-0.007673949;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.PowerNode;57;-4177.911,11.49558;Inherit;False;False;2;0;FLOAT;0;False;1;FLOAT;1;False;1;FLOAT;0
Node;AmplifyShaderEditor.GetLocalVarNode;335;-4272,-1536;Inherit;False;170;SimpleGradient;1;0;OBJECT;;False;1;FLOAT;0
Node;AmplifyShaderEditor.SaturateNode;336;-3792,-1536;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
@ -2009,24 +1980,20 @@ Node;AmplifyShaderEditor.SimpleMultiplyOpNode;38;-3520,-832;Inherit;False;2;2;0;
Node;AmplifyShaderEditor.RegisterLocalVarNode;35;-3248,-832;Half;False;SunFlare;-1;True;1;0;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.FunctionNode;358;-3776,-752;Inherit;False;Filter Color;-1;;4;84bcc1baa84e09b4fba5ba52924b2334;2,13,1,14,1;1;1;COLOR;0,0,0,0;False;1;COLOR;0
Node;AmplifyShaderEditor.ColorNode;37;-4000,-753;Inherit;False;Global;CZY_SunFlareColor;CZY_SunFlareColor;5;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.355693,0.4595688,0.4802988,1;0,0,0,0;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;31;-4350.381,-697.744;Float;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;3;0;Create;False;0;0;0;False;0;False;1;19.1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;31;-4350.381,-697.744;Float;False;Global;CZY_SunFlareFalloff;CZY_SunFlareFalloff;3;0;Create;False;0;0;0;False;0;False;1;21.4;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;45;-3412.185,-673.9927;Inherit;False;Global;CZY_SunColor;CZY_SunColor;10;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;10.43295,10.43295,10.43295,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;1;-4192,-1936;Inherit;False;Global;CZY_HorizonColor;CZY_HorizonColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0,0.5536435,0.9006454,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;1;-4192,-1936;Inherit;False;Global;CZY_HorizonColor;CZY_HorizonColor;0;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.6399965,0.9474089,0.9622642,0;0,0.5562748,0.9057811,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;189;-816,-1729;Inherit;False;Global;CZY_StarColor;CZY_StarColor;13;1;[HDR];Create;False;0;0;0;False;0;False;0,0,0,0;0,0,0,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SamplerNode;209;1024,-2001;Inherit;True;Property;_StarMap;Star Map;1;0;Create;True;0;0;0;False;0;False;-1;59cb97507f14c1d468e967d73ca67a9b;59cb97507f14c1d468e967d73ca67a9b;True;0;False;white;Auto;False;Object;-1;Auto;Texture2D;8;0;SAMPLER2D;;False;1;FLOAT2;0,0;False;2;FLOAT;0;False;3;FLOAT2;0,0;False;4;FLOAT2;0,0;False;5;FLOAT;1;False;6;FLOAT;0;False;7;SAMPLERSTATE;;False;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.ColorNode;73;-4127,112;Inherit;False;Global;CZY_MoonFlareColor;CZY_MoonFlareColor;6;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.355693,0.4595688,0.4802988,1;0.02352941,0.08627451,0.1490196,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.RangedFloatNode;55;-4405.444,143.3357;Half;False;Global;CZY_MoonFlareFalloff;CZY_MoonFlareFalloff;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.752;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;284;-4655.661,1011.623;Inherit;False;Global;CZY_RainbowSize;CZY_RainbowSize;9;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;20;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;270;-4664.661,1113.623;Inherit;False;Global;CZY_RainbowWidth;CZY_RainbowWidth;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;2.7;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;55;-4405.444,143.3357;Half;False;Global;CZY_MoonFlareFalloff;CZY_MoonFlareFalloff;4;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;15.94;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;284;-4655.661,1011.623;Inherit;False;Global;CZY_RainbowSize;CZY_RainbowSize;9;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;16.8;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;270;-4664.661,1113.623;Inherit;False;Global;CZY_RainbowWidth;CZY_RainbowWidth;8;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;24.3;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;292;-3346.207,1154.068;Inherit;False;Global;CZY_RainbowIntensity;CZY_RainbowIntensity;14;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;0;0;1;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;42;-3872,-497;Inherit;False;Global;CZY_SunSize;CZY_SunSize;7;1;[HideInInspector];Create;False;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;14;-3792,-1457;Inherit;False;Global;CZY_Power;CZY_Power;2;1;[HideInInspector];Create;False;0;0;0;False;0;False;1;0.574;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.ColorNode;2;-4192,-1761;Inherit;False;Global;CZY_ZenithColor;CZY_ZenithColor;1;2;[HideInInspector];[HDR];Create;False;0;0;0;False;0;False;0.4000979,0.6638572,0.764151,0;0,0.1144913,0.3568628,1;True;0;5;COLOR;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.FunctionNode;359;-672,480;Inherit;False;UnderwaterMask;2;;65;0235d51736c6e194b836edf3abdfc244;0;1;4;FLOAT2;0,0;False;1;FLOAT;0
Node;AmplifyShaderEditor.OneMinusNode;360;-416,480;Inherit;False;1;0;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.ScreenPosInputsNode;362;-880,480;Float;False;0;False;0;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;340;112,320;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/Stylized Sky Mobile;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;8;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;3;True;12;all;0;False;True;1;1;False;;0;False;;1;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;23;Surface;0;0; Blend;0;0;Two Sided;2;637952255122392693;Forward Only;0;0;Cast Shadows;1;0; Use Shadow Threshold;0;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;DOTS Instancing;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;True;False;;False;0
Node;AmplifyShaderEditor.ClipNode;364;-176,336;Inherit;False;3;0;COLOR;0,0,0,0;False;1;FLOAT;0;False;2;FLOAT;0.5;False;1;COLOR;0
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WireConnection;56;0;54;0
WireConnection;83;0;92;0
WireConnection;169;0;168;0
@ -2152,10 +2119,6 @@ WireConnection;38;1;358;0
WireConnection;35;0;47;0
WireConnection;358;1;37;0
WireConnection;209;1;207;0
WireConnection;359;4;362;0
WireConnection;360;0;359;0
WireConnection;340;2;364;0
WireConnection;364;0;36;0
WireConnection;364;1;360;0
WireConnection;340;2;36;0
ASEEND*/
//CHKSM=A78044219379FE1C7C31A463FC954F187DA38EB1
//CHKSM=66F4F3B9747C787A0EF315495AFEDD03861EA0F5

View File

@ -9,8 +9,6 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Skybox
m_Shader: {fileID: 4800000, guid: 2a61d1fe99ca7e74b986c801b0920c8d, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 2
@ -19,7 +17,6 @@ Material:
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -244,4 +241,3 @@ Material:
- _SunFlareColor: {r: 0.52377915, g: 0.43413693, b: 0.32312402, a: 1}
- _ZenithColor: {r: 0.008499811, g: 0.047379583, b: 0.11567971, a: 1}
m_BuildTextureStacks: []
m_AllowLocking: 1

View File

@ -9,8 +9,6 @@ Material:
m_PrefabAsset: {fileID: 0}
m_Name: Stylized Clouds
m_Shader: {fileID: 4800000, guid: 1a6791d1617850b49b130b523f5ebf5c, type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 0
@ -19,7 +17,6 @@ Material:
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
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