Merge branch 'develop' of 121.165.94.242:capers/bluewater into NTG

This commit is contained in:
NTG 2024-03-25 13:26:20 +09:00
commit a7d6359b6f
46 changed files with 5181 additions and 4856 deletions

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@ -10,8 +10,6 @@ Material:
m_Name: Fog
m_Shader: {fileID: -6465566751694194690, guid: c44d192aacdd859468669793953200f2,
type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 4
@ -20,7 +18,6 @@ Material:
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -190,4 +187,3 @@ Material:
- _SunDirection1: {r: 0, g: 0, b: 0, a: 0}
- _VariationWindDirection: {r: 1, g: 0, b: 5, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1

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@ -10,8 +10,6 @@ Material:
m_Name: Skybox
m_Shader: {fileID: -6465566751694194690, guid: b8c3801fe105c2a43a576629ea517805,
type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 2
@ -20,7 +18,6 @@ Material:
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -253,4 +250,3 @@ 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

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@ -10,8 +10,6 @@ Material:
m_Name: Stylized Clouds
m_Shader: {fileID: -6465566751694194690, guid: 86ec3be8e71cd46419f8a4da496a676c,
type: 3}
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_LightmapFlags: 0
@ -20,7 +18,6 @@ Material:
m_CustomRenderQueue: -1
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
m_SavedProperties:
serializedVersion: 3
m_TexEnvs:
@ -356,4 +353,3 @@ Material:
- _TexturePanDirection: {r: 0.1, g: 1, b: 0.1, a: 0}
- _Vector0: {r: 0.12, g: 1.5, b: 0, a: 0}
m_BuildTextureStacks: []
m_AllowLocking: 1

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@ -13,7 +13,8 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords: []
m_InvalidKeywords: []
m_InvalidKeywords:
- _ALPHATEST_ON
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0

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@ -28,7 +28,7 @@ Material:
m_InvalidKeywords: []
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 1
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
stringTagMap:
RenderType: Opaque
@ -104,7 +104,7 @@ Material:
- _BumpScale: 1
- _ClearCoatMask: 0
- _ClearCoatSmoothness: 0
- _Cull: 0
- _Cull: 2
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1

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@ -6,7 +6,7 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
{
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
_Texture("Texture", 2D) = "white" {}
[ASEBegin]_Texture("Texture", 2D) = "white" {}
_Smoothness("Smoothness", Range( 0 , 1)) = 0
_AlphaClip("Alpha Clip", Float) = 1
[HDR]_TopColor("Top Color", Color) = (0,0,0,0)
@ -24,7 +24,7 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
_VariationScale("Variation Scale", Float) = 10
_VariationAmount("Variation Amount", Float) = 10
_AlphaVariation("Alpha Variation", Float) = 0
_SnowAttraction("Snow Attraction", Range( 0 , 1)) = 1
[ASEEnd]_SnowAttraction("Snow Attraction", Range( 0 , 1)) = 1
[HideInInspector] _texcoord( "", 2D ) = "white" {}
@ -62,11 +62,11 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Opaque" "Queue"="Geometry" "UniversalMaterialType"="Lit" }
Cull Off
Cull Back
ZWrite On
ZTest LEqual
Offset 0 , 0
AlphaToMask On
AlphaToMask Off
@ -186,7 +186,7 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
{
Name "Forward"
Tags { "LightMode"="UniversalForwardOnly" }
Tags { "LightMode"="UniversalForward" }
Blend One Zero, One Zero
ZWrite On
@ -705,9 +705,9 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float3 hsvTorgb4_g14 = HSVToRGB( float3(( hsvTorgb3_g14.x + ( simplePerlin2D7_g14 * _VariationAmount ) ),hsvTorgb3_g14.y,hsvTorgb3_g14.z) );
float4 lerpResult72 = lerp( ( ( _LowerLightTransmission * _MainLightColor ) * float4( saturate( hsvTorgb4_g15 ) , 0.0 ) ) , ( ( _UpperLightTransmission * _MainLightColor ) * float4( saturate( hsvTorgb4_g14 ) , 0.0 ) ) , SunDirection97);
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float3 BaseColor = lerpResult19_g17.rgb;
@ -717,7 +717,7 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float Metallic = 0;
float Smoothness = _Smoothness;
float Occlusion = 1;
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
@ -1272,12 +1272,12 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float2 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode84 = tex2D( _Texture, uv_Texture );
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = 0.5;
@ -1644,12 +1644,12 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float2 uv_Texture = IN.ase_texcoord2.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode84 = tex2D( _Texture, uv_Texture );
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = 0;
@ -2104,14 +2104,14 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float3 hsvTorgb4_g14 = HSVToRGB( float3(( hsvTorgb3_g14.x + ( simplePerlin2D7_g14 * _VariationAmount ) ),hsvTorgb3_g14.y,hsvTorgb3_g14.z) );
float4 lerpResult72 = lerp( ( ( _LowerLightTransmission * _MainLightColor ) * float4( saturate( hsvTorgb4_g15 ) , 0.0 ) ) , ( ( _UpperLightTransmission * _MainLightColor ) * float4( saturate( hsvTorgb4_g14 ) , 0.0 ) ) , SunDirection97);
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float3 BaseColor = lerpResult19_g17.rgb;
float3 Emission = ( ( tex2DNode84 * lerpResult72 ) * float4( temp_output_162_0 , 0.0 ) ).rgb;
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
#ifdef _ALPHATEST_ON
@ -2535,13 +2535,13 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float voroi5_g17 = voronoi5_g17( coords5_g17, time5_g17, id5_g17, uv5_g17, 0, voronoiSmoothId5_g17 );
float4 lerpResult19_g17 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , ( ( tex2DNode84 * lerpResult7 ) * float4( temp_output_162_0 , 0.0 ) ) , ( ( pow( ( pow( ase_worldNormal.y , 7.0 ) * ( simplePerlin2D7_g17 * ( 1.0 - voroi5_g17 ) ) ) , 0.5 ) * _SnowAttraction ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float3 BaseColor = lerpResult19_g17.rgb;
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
half4 color = half4(BaseColor, Alpha );
@ -2560,7 +2560,7 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
{
Name "DepthNormals"
Tags { "LightMode"="DepthNormalsOnly" }
Tags { "LightMode"="DepthNormals" }
ZWrite On
Blend One Zero
@ -2906,13 +2906,13 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float2 uv_Texture = IN.ase_texcoord4.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode84 = tex2D( _Texture, uv_Texture );
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float3 Normal = float3(0, 0, 1);
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = 0;
@ -2956,6 +2956,633 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
}
Pass
{
Name "GBuffer"
Tags { "LightMode"="UniversalGBuffer" }
Blend One Zero, One Zero
ZWrite On
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#define _NORMAL_DROPOFF_TS 1
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#define ASE_FOG 1
#define _EMISSION
#define _ALPHATEST_ON 1
#define ASE_SRP_VERSION 120108
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_LAYERS
#pragma multi_compile_fragment _ _RENDER_PASS_ENABLED
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_GBUFFER
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#if defined(UNITY_INSTANCING_ENABLED) && defined(_TERRAIN_INSTANCED_PERPIXEL_NORMAL)
#define ENABLE_TERRAIN_PERPIXEL_NORMAL
#endif
#define ASE_NEEDS_VERT_POSITION
#define ASE_NEEDS_FRAG_WORLD_NORMAL
#define ASE_NEEDS_FRAG_WORLD_POSITION
struct VertexInput
{
float4 vertex : POSITION;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct VertexOutput
{
float4 clipPos : SV_POSITION;
float4 lightmapUVOrVertexSH : TEXCOORD0;
half4 fogFactorAndVertexLight : TEXCOORD1;
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
float4 shadowCoord : TEXCOORD2;
#endif
float4 tSpace0 : TEXCOORD3;
float4 tSpace1 : TEXCOORD4;
float4 tSpace2 : TEXCOORD5;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 screenPos : TEXCOORD6;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD7;
#endif
float4 ase_texcoord8 : TEXCOORD8;
float4 ase_texcoord9 : TEXCOORD9;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
float4 CZY_SnowTexture_ST;
float4 _Texture_ST;
float4 _BottomColor;
float4 _TopColor;
float4 _FilterColor;
float _FlutterSpeed;
float _Smoothness;
float _UpperLightTransmission;
float _LowerLightTransmission;
float _SnowAttraction;
float _VariationAmount;
float _VariationScale;
float _GradientOffset;
float _AlphaVariation;
float _WindStrength;
float _WindNoiseSize;
float _FlutterAmount;
float _FlutterScale;
float _GradientSmoothness;
float _AlphaClip;
#ifdef ASE_TRANSMISSION
float _TransmissionShadow;
#endif
#ifdef ASE_TRANSLUCENCY
float _TransStrength;
float _TransNormal;
float _TransScattering;
float _TransDirect;
float _TransAmbient;
float _TransShadow;
#endif
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
// Property used by ScenePickingPass
#ifdef SCENEPICKINGPASS
float4 _SelectionID;
#endif
// Properties used by SceneSelectionPass
#ifdef SCENESELECTIONPASS
int _ObjectId;
int _PassValue;
#endif
float CZY_WindTime;
float3 CZY_WindDirection;
float4 CZY_SnowColor;
sampler2D CZY_SnowTexture;
sampler2D _Texture;
float CZY_SnowScale;
float CZY_SnowAmount;
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/UnityGBuffer.hlsl"
//#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRGBufferPass.hlsl"
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float2 voronoihash5_g17( float2 p )
{
p = float2( dot( p, float2( 127.1, 311.7 ) ), dot( p, float2( 269.5, 183.3 ) ) );
return frac( sin( p ) *43758.5453);
}
float voronoi5_g17( float2 v, float time, inout float2 id, inout float2 mr, float smoothness, inout float2 smoothId )
{
float2 n = floor( v );
float2 f = frac( v );
float F1 = 8.0;
float F2 = 8.0; float2 mg = 0;
for ( int j = -1; j <= 1; j++ )
{
for ( int i = -1; i <= 1; i++ )
{
float2 g = float2( i, j );
float2 o = voronoihash5_g17( n + g );
o = ( sin( time + o * 6.2831 ) * 0.5 + 0.5 ); float2 r = f - g - o;
float d = 0.5 * dot( r, r );
if( d<F1 ) {
F2 = F1;
F1 = d; mg = g; mr = r; id = o;
} else if( d<F2 ) {
F2 = d;
}
}
}
return F1;
}
VertexOutput VertexFunction( VertexInput v )
{
VertexOutput o = (VertexOutput)0;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
float3 hsvTorgb101 = RGBToHSV( v.ase_color.rgb );
float3 ase_worldPos = TransformObjectToWorld( (v.vertex).xyz );
float2 texCoord29 = v.texcoord.xy * float2( 1,1 ) + ( ase_worldPos + ( _FlutterSpeed * CZY_WindTime ) ).xy;
float simplePerlin2D27 = snoise( texCoord29*_FlutterScale );
float4 transform108 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float2 appendResult113 = (float2(( ( transform108.x + transform108.z ) / 10.0 ) , CZY_WindTime));
float2 texCoord114 = v.texcoord.xy * float2( 0,0 ) + appendResult113;
float simplePerlin2D122 = snoise( texCoord114*_WindNoiseSize );
float3 temp_output_117_0 = ( CZY_WindDirection * simplePerlin2D122 * ( 0.1 * v.vertex.xyz.y ) );
float3 MainWind124 = ( _WindStrength * temp_output_117_0 );
float3 FinalWind126 = ( ( hsvTorgb101.z * simplePerlin2D27 * _FlutterAmount * temp_output_117_0 ) + MainWind124 );
float3 worldToObjDir141 = mul( GetWorldToObjectMatrix(), float4( FinalWind126, 0 ) ).xyz;
o.ase_texcoord8.xy = v.texcoord.xy;
o.ase_texcoord9 = v.vertex;
//setting value to unused interpolator channels and avoid initialization warnings
o.ase_texcoord8.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = v.vertex.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = worldToObjDir141;
#ifdef ASE_ABSOLUTE_VERTEX_POS
v.vertex.xyz = vertexValue;
#else
v.vertex.xyz += vertexValue;
#endif
v.ase_normal = v.ase_normal;
float3 positionWS = TransformObjectToWorld( v.vertex.xyz );
float3 positionVS = TransformWorldToView( positionWS );
float4 positionCS = TransformWorldToHClip( positionWS );
VertexNormalInputs normalInput = GetVertexNormalInputs( v.ase_normal, v.ase_tangent );
o.tSpace0 = float4( normalInput.normalWS, positionWS.x);
o.tSpace1 = float4( normalInput.tangentWS, positionWS.y);
o.tSpace2 = float4( normalInput.bitangentWS, positionWS.z);
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
o.dynamicLightmapUV.xy = v.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if !defined(LIGHTMAP_ON)
OUTPUT_SH(normalInput.normalWS.xyz, o.lightmapUVOrVertexSH.xyz);
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
o.lightmapUVOrVertexSH.zw = v.texcoord;
o.lightmapUVOrVertexSH.xy = v.texcoord * unity_LightmapST.xy + unity_LightmapST.zw;
#endif
half3 vertexLight = VertexLighting( positionWS, normalInput.normalWS );
o.fogFactorAndVertexLight = half4(0, vertexLight);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
vertexInput.positionWS = positionWS;
vertexInput.positionCS = positionCS;
o.shadowCoord = GetShadowCoord( vertexInput );
#endif
o.clipPos = positionCS;
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
o.screenPos = ComputeScreenPos(positionCS);
#endif
return o;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 vertex : INTERNALTESSPOS;
float3 ase_normal : NORMAL;
float4 ase_tangent : TANGENT;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
float4 ase_color : COLOR;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( VertexInput v )
{
VertexControl o;
UNITY_SETUP_INSTANCE_ID(v);
UNITY_TRANSFER_INSTANCE_ID(v, o);
o.vertex = v.vertex;
o.ase_normal = v.ase_normal;
o.ase_tangent = v.ase_tangent;
o.texcoord = v.texcoord;
o.texcoord1 = v.texcoord1;
o.texcoord2 = v.texcoord2;
o.ase_color = v.ase_color;
return o;
}
TessellationFactors TessellationFunction (InputPatch<VertexControl,3> v)
{
TessellationFactors o;
float4 tf = 1;
float tessValue = _TessValue; float tessMin = _TessMin; float tessMax = _TessMax;
float edgeLength = _TessEdgeLength; float tessMaxDisp = _TessMaxDisp;
#if defined(ASE_FIXED_TESSELLATION)
tf = FixedTess( tessValue );
#elif defined(ASE_DISTANCE_TESSELLATION)
tf = DistanceBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos );
#elif defined(ASE_LENGTH_TESSELLATION)
tf = EdgeLengthBasedTess(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams );
#elif defined(ASE_LENGTH_CULL_TESSELLATION)
tf = EdgeLengthBasedTessCull(v[0].vertex, v[1].vertex, v[2].vertex, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes );
#endif
o.edge[0] = tf.x; o.edge[1] = tf.y; o.edge[2] = tf.z; o.inside = tf.w;
return o;
}
[domain("tri")]
[partitioning("fractional_odd")]
[outputtopology("triangle_cw")]
[patchconstantfunc("TessellationFunction")]
[outputcontrolpoints(3)]
VertexControl HullFunction(InputPatch<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
{
return patch[id];
}
[domain("tri")]
VertexOutput DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> patch, float3 bary : SV_DomainLocation)
{
VertexInput o = (VertexInput) 0;
o.vertex = patch[0].vertex * bary.x + patch[1].vertex * bary.y + patch[2].vertex * bary.z;
o.ase_normal = patch[0].ase_normal * bary.x + patch[1].ase_normal * bary.y + patch[2].ase_normal * bary.z;
o.ase_tangent = patch[0].ase_tangent * bary.x + patch[1].ase_tangent * bary.y + patch[2].ase_tangent * bary.z;
o.texcoord = patch[0].texcoord * bary.x + patch[1].texcoord * bary.y + patch[2].texcoord * bary.z;
o.texcoord1 = patch[0].texcoord1 * bary.x + patch[1].texcoord1 * bary.y + patch[2].texcoord1 * bary.z;
o.texcoord2 = patch[0].texcoord2 * bary.x + patch[1].texcoord2 * bary.y + patch[2].texcoord2 * bary.z;
o.ase_color = patch[0].ase_color * bary.x + patch[1].ase_color * bary.y + patch[2].ase_color * bary.z;
#if defined(ASE_PHONG_TESSELLATION)
float3 pp[3];
for (int i = 0; i < 3; ++i)
pp[i] = o.vertex.xyz - patch[i].ase_normal * (dot(o.vertex.xyz, patch[i].ase_normal) - dot(patch[i].vertex.xyz, patch[i].ase_normal));
float phongStrength = _TessPhongStrength;
o.vertex.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * o.vertex.xyz;
#endif
UNITY_TRANSFER_INSTANCE_ID(patch[0], o);
return VertexFunction(o);
}
#else
VertexOutput vert ( VertexInput v )
{
return VertexFunction( v );
}
#endif
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE)
#define ASE_SV_DEPTH SV_DepthLessEqual
#else
#define ASE_SV_DEPTH SV_Depth
#endif
FragmentOutput frag ( VertexOutput IN
#ifdef ASE_DEPTH_WRITE_ON
,out float outputDepth : ASE_SV_DEPTH
#endif
)
{
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(IN);
#ifdef LOD_FADE_CROSSFADE
LODDitheringTransition( IN.clipPos.xyz, unity_LODFade.x );
#endif
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float2 sampleCoords = (IN.lightmapUVOrVertexSH.zw / _TerrainHeightmapRecipSize.zw + 0.5f) * _TerrainHeightmapRecipSize.xy;
float3 WorldNormal = TransformObjectToWorldNormal(normalize(SAMPLE_TEXTURE2D(_TerrainNormalmapTexture, sampler_TerrainNormalmapTexture, sampleCoords).rgb * 2 - 1));
float3 WorldTangent = -cross(GetObjectToWorldMatrix()._13_23_33, WorldNormal);
float3 WorldBiTangent = cross(WorldNormal, -WorldTangent);
#else
float3 WorldNormal = normalize( IN.tSpace0.xyz );
float3 WorldTangent = IN.tSpace1.xyz;
float3 WorldBiTangent = IN.tSpace2.xyz;
#endif
float3 WorldPosition = float3(IN.tSpace0.w,IN.tSpace1.w,IN.tSpace2.w);
float3 WorldViewDirection = _WorldSpaceCameraPos.xyz - WorldPosition;
float4 ShadowCoords = float4( 0, 0, 0, 0 );
#if defined(ASE_NEEDS_FRAG_SCREEN_POSITION)
float4 ScreenPos = IN.screenPos;
#endif
float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(IN.clipPos);
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
ShadowCoords = IN.shadowCoord;
#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS)
ShadowCoords = TransformWorldToShadowCoord( WorldPosition );
#else
ShadowCoords = float4(0, 0, 0, 0);
#endif
WorldViewDirection = SafeNormalize( WorldViewDirection );
float2 uvCZY_SnowTexture = IN.ase_texcoord8.xy * CZY_SnowTexture_ST.xy + CZY_SnowTexture_ST.zw;
float2 uv_Texture = IN.ase_texcoord8.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode84 = tex2D( _Texture, uv_Texture );
float clampResult13 = clamp( ( ( IN.ase_texcoord9.xyz.y - _GradientOffset ) * _GradientSmoothness ) , 0.0 , 1.0 );
float SunDirection97 = clampResult13;
float4 lerpResult7 = lerp( _BottomColor , _TopColor , SunDirection97);
float3 hsvTorgb3_g19 = RGBToHSV( _FilterColor.rgb );
float4 transform5_g19 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D7_g19 = snoise( transform5_g19.xy*( 1.0 / _VariationScale ) );
float3 hsvTorgb4_g19 = HSVToRGB( float3(( hsvTorgb3_g19.x + ( simplePerlin2D7_g19 * _VariationAmount ) ),hsvTorgb3_g19.y,hsvTorgb3_g19.z) );
float3 temp_output_162_0 = saturate( hsvTorgb4_g19 );
float2 appendResult3_g17 = (float2(WorldPosition.x , WorldPosition.z));
float temp_output_6_0_g17 = ( 1.0 / CZY_SnowScale );
float simplePerlin2D7_g17 = snoise( appendResult3_g17*temp_output_6_0_g17 );
simplePerlin2D7_g17 = simplePerlin2D7_g17*0.5 + 0.5;
float time5_g17 = 0.0;
float2 voronoiSmoothId5_g17 = 0;
float2 coords5_g17 = appendResult3_g17 * ( temp_output_6_0_g17 / 0.1 );
float2 id5_g17 = 0;
float2 uv5_g17 = 0;
float voroi5_g17 = voronoi5_g17( coords5_g17, time5_g17, id5_g17, uv5_g17, 0, voronoiSmoothId5_g17 );
float4 lerpResult19_g17 = lerp( ( CZY_SnowColor * tex2D( CZY_SnowTexture, uvCZY_SnowTexture ) ) , ( ( tex2DNode84 * lerpResult7 ) * float4( temp_output_162_0 , 0.0 ) ) , ( ( pow( ( pow( WorldNormal.y , 7.0 ) * ( simplePerlin2D7_g17 * ( 1.0 - voroi5_g17 ) ) ) , 0.5 ) * _SnowAttraction ) > ( 1.0 - CZY_SnowAmount ) ? 0.0 : 1.0 ));
float3 hsvTorgb3_g15 = RGBToHSV( _BottomColor.rgb );
float4 transform5_g15 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D7_g15 = snoise( transform5_g15.xy*( 1.0 / _VariationScale ) );
float3 hsvTorgb4_g15 = HSVToRGB( float3(( hsvTorgb3_g15.x + ( simplePerlin2D7_g15 * _VariationAmount ) ),hsvTorgb3_g15.y,hsvTorgb3_g15.z) );
float3 hsvTorgb3_g14 = RGBToHSV( _TopColor.rgb );
float4 transform5_g14 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D7_g14 = snoise( transform5_g14.xy*( 1.0 / _VariationScale ) );
float3 hsvTorgb4_g14 = HSVToRGB( float3(( hsvTorgb3_g14.x + ( simplePerlin2D7_g14 * _VariationAmount ) ),hsvTorgb3_g14.y,hsvTorgb3_g14.z) );
float4 lerpResult72 = lerp( ( ( _LowerLightTransmission * _MainLightColor ) * float4( saturate( hsvTorgb4_g15 ) , 0.0 ) ) , ( ( _UpperLightTransmission * _MainLightColor ) * float4( saturate( hsvTorgb4_g14 ) , 0.0 ) ) , SunDirection97);
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
float3 BaseColor = lerpResult19_g17.rgb;
float3 Normal = float3(0, 0, 1);
float3 Emission = ( ( tex2DNode84 * lerpResult72 ) * float4( temp_output_162_0 , 0.0 ) ).rgb;
float3 Specular = 0.5;
float Metallic = 0;
float Smoothness = _Smoothness;
float Occlusion = 1;
float Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
float AlphaClipThreshold = _AlphaClip;
float AlphaClipThresholdShadow = 0.5;
float3 BakedGI = 0;
float3 RefractionColor = 1;
float RefractionIndex = 1;
float3 Transmission = 1;
float3 Translucency = 1;
#ifdef ASE_DEPTH_WRITE_ON
float DepthValue = 0;
#endif
#ifdef _ALPHATEST_ON
clip(Alpha - AlphaClipThreshold);
#endif
InputData inputData = (InputData)0;
inputData.positionWS = WorldPosition;
inputData.positionCS = IN.clipPos;
inputData.shadowCoord = ShadowCoords;
#ifdef _NORMALMAP
#if _NORMAL_DROPOFF_TS
inputData.normalWS = TransformTangentToWorld(Normal, half3x3( WorldTangent, WorldBiTangent, WorldNormal ));
#elif _NORMAL_DROPOFF_OS
inputData.normalWS = TransformObjectToWorldNormal(Normal);
#elif _NORMAL_DROPOFF_WS
inputData.normalWS = Normal;
#endif
#else
inputData.normalWS = WorldNormal;
#endif
inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS);
inputData.viewDirectionWS = SafeNormalize( WorldViewDirection );
inputData.vertexLighting = IN.fogFactorAndVertexLight.yzw;
#if defined(ENABLE_TERRAIN_PERPIXEL_NORMAL)
float3 SH = SampleSH(inputData.normalWS.xyz);
#else
float3 SH = IN.lightmapUVOrVertexSH.xyz;
#endif
#ifdef ASE_BAKEDGI
inputData.bakedGI = BakedGI;
#else
#if defined(DYNAMICLIGHTMAP_ON)
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, IN.dynamicLightmapUV.xy, SH, inputData.normalWS);
#else
inputData.bakedGI = SAMPLE_GI( IN.lightmapUVOrVertexSH.xy, SH, inputData.normalWS );
#endif
#endif
inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV;
inputData.shadowMask = SAMPLE_SHADOWMASK(IN.lightmapUVOrVertexSH.xy);
#if defined(DEBUG_DISPLAY)
#if defined(DYNAMICLIGHTMAP_ON)
inputData.dynamicLightmapUV = IN.dynamicLightmapUV.xy;
#endif
#if defined(LIGHTMAP_ON)
inputData.staticLightmapUV = IN.lightmapUVOrVertexSH.xy;
#else
inputData.vertexSH = SH;
#endif
#endif
#ifdef _DBUFFER
ApplyDecal(IN.clipPos,
BaseColor,
Specular,
inputData.normalWS,
Metallic,
Occlusion,
Smoothness);
#endif
BRDFData brdfData;
InitializeBRDFData
(BaseColor, Metallic, Specular, Smoothness, Alpha, brdfData);
Light mainLight = GetMainLight(inputData.shadowCoord, inputData.positionWS, inputData.shadowMask);
half4 color;
MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, inputData.shadowMask);
color.rgb = GlobalIllumination(brdfData, inputData.bakedGI, Occlusion, inputData.positionWS, inputData.normalWS, inputData.viewDirectionWS);
color.a = Alpha;
#ifdef ASE_FINAL_COLOR_ALPHA_MULTIPLY
color.rgb *= color.a;
#endif
#ifdef ASE_DEPTH_WRITE_ON
outputDepth = DepthValue;
#endif
return BRDFDataToGbuffer(brdfData, inputData, Smoothness, Emission + color.rgb, Occlusion);
}
ENDHLSL
}
Pass
{
@ -3259,12 +3886,12 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float2 uv_Texture = IN.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode84 = tex2D( _Texture, uv_Texture );
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
surfaceDescription.Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
surfaceDescription.Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
surfaceDescription.AlphaClipThreshold = _AlphaClip;
#if _ALPHATEST_ON
@ -3590,12 +4217,12 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
float2 uv_Texture = IN.ase_texcoord.xy * _Texture_ST.xy + _Texture_ST.zw;
float4 tex2DNode84 = tex2D( _Texture, uv_Texture );
float4 transform2_g20 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g20 = snoise( transform2_g20.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g20 = simplePerlin2D3_g20*0.5 + 0.5;
float4 transform2_g18 = mul(GetObjectToWorldMatrix(),float4( 0,0,0,1 ));
float simplePerlin2D3_g18 = snoise( transform2_g18.xy*( 1.0 / _VariationScale ) );
simplePerlin2D3_g18 = simplePerlin2D3_g18*0.5 + 0.5;
surfaceDescription.Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g20 * _AlphaVariation ) );
surfaceDescription.Alpha = ( tex2DNode84.a - ( simplePerlin2D3_g18 * _AlphaVariation ) );
surfaceDescription.AlphaClipThreshold = _AlphaClip;
#if _ALPHATEST_ON
@ -3622,7 +4249,7 @@ Shader "Distant Lands/Cozy/URP/Demo/Stlylized Leaves"
}
CustomEditor "ASEMaterialInspector"
CustomEditor "UnityEditor.ShaderGraphLitGUI"
FallBack "Hidden/Shader Graph/FallbackError"
Fallback Off
@ -3632,38 +4259,46 @@ Version=19105
Node;AmplifyShaderEditor.CommentaryNode;107;-4159.107,1381.891;Inherit;False;2556.385;1135.515;;15;124;119;116;118;117;120;122;115;114;121;113;142;110;111;108;Wind Pass 1;1,1,1,1;0;0
Node;AmplifyShaderEditor.ObjectToWorldTransfNode;108;-4080.264,1654.294;Inherit;False;1;0;FLOAT4;0,0,0,1;False;5;FLOAT4;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
Node;AmplifyShaderEditor.SimpleAddOpNode;111;-3843.13,1734.128;Inherit;False;2;2;0;FLOAT;0;False;1;FLOAT;0;False;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;110;-3994.671,1984.126;Inherit;False;Global;CZY_WindTime;CZY_WindTime;9;0;Create;True;0;0;0;False;0;False;1;83.33051;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;110;-3994.671,1984.126;Inherit;False;Global;CZY_WindTime;CZY_WindTime;9;0;Create;True;0;0;0;False;0;False;1;246.1662;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.SimpleDivideOpNode;142;-3693.701,1782.416;Inherit;False;2;0;FLOAT;0;False;1;FLOAT;10;False;1;FLOAT;0
Node;AmplifyShaderEditor.DynamicAppendNode;113;-3528.412,1849.292;Inherit;False;FLOAT2;4;0;FLOAT;0;False;1;FLOAT;0;False;2;FLOAT;0;False;3;FLOAT;0;False;1;FLOAT2;0
Node;AmplifyShaderEditor.CommentaryNode;75;-4148.655,337.655;Inherit;False;2252.941;810.2963;;15;126;36;143;101;27;60;100;30;29;39;38;33;34;144;145;Wind Pass 2;1,1,1,1;0;0
Node;AmplifyShaderEditor.PosVertexDataNode;121;-3142.249,2186.285;Inherit;False;0;0;5;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3;FLOAT;4
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Node;AmplifyShaderEditor.RangedFloatNode;115;-3322.024,1987.478;Inherit;False;Property;_WindNoiseSize;Wind Noise Size;8;0;Create;True;0;0;0;False;0;False;0.1;0.5;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.RangedFloatNode;115;-3322.024,1987.478;Inherit;False;Property;_WindNoiseSize;Wind Noise Size;8;0;Create;True;0;0;0;False;0;False;0.1;0.4;0;0;0;1;FLOAT;0
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Node;AmplifyShaderEditor.RangedFloatNode;34;-4076.263,783.2023;Inherit;False;Property;_FlutterSpeed;Flutter Speed;16;0;Create;True;0;0;0;False;0;False;0;1;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.NoiseGeneratorNode;122;-3021.918,1820.781;Inherit;True;Simplex2D;False;False;2;0;FLOAT2;0,0;False;1;FLOAT;0.1;False;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;119;-2796.179,1667.281;Inherit;False;Global;CZY_WindDirection;CZY_WindDirection;11;0;Create;True;0;0;0;False;0;False;0,0,0;-0.2858749,0,0.410214;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;116;-2507.79,1568.3;Inherit;False;Property;_WindStrength;Wind Strength;10;0;Create;True;0;0;0;False;0;False;1;0.2;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.Vector3Node;119;-2796.179,1667.281;Inherit;False;Global;CZY_WindDirection;CZY_WindDirection;11;0;Create;True;0;0;0;False;0;False;0,0,0;-0.402513,0,0.2966197;0;4;FLOAT3;0;FLOAT;1;FLOAT;2;FLOAT;3
Node;AmplifyShaderEditor.RangedFloatNode;11;-2672.811,-1867.762;Inherit;False;Property;_GradientOffset;Gradient Offset;11;0;Create;True;0;0;0;False;0;False;0;7.46;0;0;0;1;FLOAT;0
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WireConnection;169;0;166;0
WireConnection;169;2;146;0
WireConnection;169;4;179;0
WireConnection;169;6;165;0
WireConnection;169;7;86;0
WireConnection;169;8;141;0
WireConnection;165;8;151;0
WireConnection;165;9;159;0
WireConnection;165;7;84;4
WireConnection;162;12;151;0
WireConnection;162;13;152;0
WireConnection;162;1;148;0
ASEEND*/
//CHKSM=5E44377F79C506518A30B699D1771DCE243FF34B
//CHKSM=E059349EF61A51EA5B0007121783BB58BF1DF9BB

View File

@ -345,7 +345,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
return float4(color, alpha);
}
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -513,113 +513,110 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
#endif
#endif
float3 hsvTorgb2_g93 = RGBToHSV( CZY_HorizonColor.rgb );
float3 hsvTorgb3_g93 = HSVToRGB( float3(hsvTorgb2_g93.x,saturate( ( hsvTorgb2_g93.y + CZY_FilterSaturation ) ),( hsvTorgb2_g93.z + CZY_FilterValue )) );
float4 temp_output_10_0_g93 = ( float4( hsvTorgb3_g93 , 0.0 ) * CZY_FilterColor );
float4 HorizonColor140_g92 = temp_output_10_0_g93;
float3 hsvTorgb2_g94 = RGBToHSV( CZY_ZenithColor.rgb );
float3 hsvTorgb3_g94 = HSVToRGB( float3(hsvTorgb2_g94.x,saturate( ( hsvTorgb2_g94.y + CZY_FilterSaturation ) ),( hsvTorgb2_g94.z + CZY_FilterValue )) );
float4 temp_output_10_0_g94 = ( float4( hsvTorgb3_g94 , 0.0 ) * CZY_FilterColor );
float4 ZenithColor139_g92 = temp_output_10_0_g94;
float2 texCoord135_g92 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_136_0_g92 = ( texCoord135_g92 - float2( 0.5,0.5 ) );
float dotResult138_g92 = dot( temp_output_136_0_g92 , temp_output_136_0_g92 );
float SimpleGradient137_g92 = dotResult138_g92;
float GradientPos132_g92 = ( 1.0 - saturate( pow( saturate( (0.0 + (SimpleGradient137_g92 - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)) ) , CZY_Power ) ) );
float4 lerpResult110_g92 = lerp( HorizonColor140_g92 , ZenithColor139_g92 , GradientPos132_g92);
float4 SimpleSkyGradient127_g92 = lerpResult110_g92;
float3 normalizeResult62_g92 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult66_g92 = dot( normalizeResult62_g92 , CZY_SunDirection );
float SunDot72_g92 = dotResult66_g92;
float3 hsvTorgb2_g96 = RGBToHSV( CZY_SunHaloColor.rgb );
float3 hsvTorgb3_g96 = HSVToRGB( float3(hsvTorgb2_g96.x,saturate( ( hsvTorgb2_g96.y + CZY_FilterSaturation ) ),( hsvTorgb2_g96.z + CZY_FilterValue )) );
float4 temp_output_10_0_g96 = ( float4( hsvTorgb3_g96 , 0.0 ) * CZY_FilterColor );
half4 SunFlare143_g92 = abs( ( saturate( pow( saturate( (SunDot72_g92*0.5 + 0.4) ) , ( ( CZY_SunHaloFalloff * 40.0 ) + 5.0 ) ) ) * ( temp_output_10_0_g96 * CZY_SunFilterColor ) ) );
float3 hsvTorgb2_g98 = RGBToHSV( CZY_SunColor.rgb );
float3 hsvTorgb3_g98 = HSVToRGB( float3(hsvTorgb2_g98.x,saturate( ( hsvTorgb2_g98.y + CZY_FilterSaturation ) ),( hsvTorgb2_g98.z + CZY_FilterValue )) );
float4 temp_output_10_0_g98 = ( float4( hsvTorgb3_g98 , 0.0 ) * CZY_FilterColor );
float3 normalizeResult233_g92 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult234_g92 = dot( normalizeResult233_g92 , CZY_EclipseDirection );
float EclipseDot237_g92 = dotResult234_g92;
float eclipse208_g92 = ( ( 1.0 - EclipseDot237_g92 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0006 ) ? 0.0 : 1.0 );
float4 SunRender219_g92 = ( ( temp_output_10_0_g98 * CZY_SunFilterColor ) * saturate( ( ( ( 1.0 - SunDot72_g92 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0007 ) ? 0.0 : 1.0 ) - eclipse208_g92 ) ) );
float3 normalizeResult227_g92 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult228_g92 = dot( normalizeResult227_g92 , CZY_MoonDirection );
float MoonDot240_g92 = dotResult228_g92;
float3 hsvTorgb2_g95 = RGBToHSV( CZY_MoonFlareColor.rgb );
float3 hsvTorgb3_g95 = HSVToRGB( float3(hsvTorgb2_g95.x,saturate( ( hsvTorgb2_g95.y + CZY_FilterSaturation ) ),( hsvTorgb2_g95.z + CZY_FilterValue )) );
float4 temp_output_10_0_g95 = ( float4( hsvTorgb3_g95 , 0.0 ) * CZY_FilterColor );
half4 MoonFlare53_g92 = abs( ( saturate( pow( saturate( (MoonDot240_g92*0.5 + 0.4) ) , ( ( CZY_MoonFlareFalloff * 20.0 ) + 5.0 ) ) ) * temp_output_10_0_g95 ) );
float2 texCoord8_g92 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos17_g92 = texCoord8_g92;
float mulTime41_g92 = _TimeParameters.x * 0.005;
float cos18_g92 = cos( mulTime41_g92 );
float sin18_g92 = sin( mulTime41_g92 );
float2 rotator18_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos18_g92 , -sin18_g92 , sin18_g92 , cos18_g92 )) + float2( 0.5,0.5 );
float mulTime36_g92 = _TimeParameters.x * -0.02;
float simplePerlin2D19_g92 = snoise( (Pos17_g92*5.0 + mulTime36_g92) );
simplePerlin2D19_g92 = simplePerlin2D19_g92*0.5 + 0.5;
float StarPlacementPattern171_g92 = saturate( ( min( tex2D( CZY_GalaxyVariationMap, (Pos17_g92*5.0 + mulTime41_g92) ).r , tex2D( CZY_GalaxyVariationMap, (rotator18_g92*2.0 + 0.0) ).r ) * simplePerlin2D19_g92 * (0.2 + (SimpleGradient137_g92 - 0.0) * (0.0 - 0.2) / (1.0 - 0.0)) ) );
float2 panner45_g92 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos17_g92);
float mulTime75_g92 = _TimeParameters.x * 0.001;
float cos57_g92 = cos( mulTime75_g92 );
float sin57_g92 = sin( mulTime75_g92 );
float2 rotator57_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos57_g92 , -sin57_g92 , sin57_g92 , cos57_g92 )) + float2( 0.5,0.5 );
float temp_output_60_0_g92 = min( tex2D( CZY_StarMap, (panner45_g92*4.0 + mulTime75_g92) ).r , tex2D( CZY_GalaxyVariationMap, (rotator57_g92*0.1 + 0.0) ).r );
float2 panner9_g92 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos17_g92);
float mulTime13_g92 = _TimeParameters.x * 0.005;
float2 panner14_g92 = ( 1.0 * _Time.y * float2( 0.001,0 ) + Pos17_g92);
float mulTime11_g92 = _TimeParameters.x * 0.005;
float cos10_g92 = cos( mulTime11_g92 );
float sin10_g92 = sin( mulTime11_g92 );
float2 rotator10_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos10_g92 , -sin10_g92 , sin10_g92 , cos10_g92 )) + float2( 0.5,0.5 );
float2 panner16_g92 = ( mulTime11_g92 * float2( 0.004,0 ) + rotator10_g92);
float2 GalaxyPos63_g92 = panner16_g92;
float GalaxyPattern192_g92 = saturate( ( min( (0.3 + (tex2D( CZY_GalaxyVariationMap, (panner9_g92*4.0 + mulTime13_g92) ).r - 0.0) * (1.0 - 0.3) / (0.8 - 0.0)) , (0.3 + (( 1.0 - tex2D( CZY_GalaxyVariationMap, (panner14_g92*3.0 + mulTime13_g92) ).r ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) ) * (0.3 + (SimpleGradient137_g92 - 0.0) * (-0.2 - 0.3) / (0.2 - 0.0)) * tex2D( CZY_GalaxyMap, GalaxyPos63_g92 ).r ) );
float4 break80_g92 = MoonFlare53_g92;
float StarPattern90_g92 = ( ( ( StarPlacementPattern171_g92 * temp_output_60_0_g92 ) + ( temp_output_60_0_g92 * GalaxyPattern192_g92 ) + ( tex2D( CZY_GalaxyStarMap, GalaxyPos63_g92 ).r * 0.2 ) ) * ( 1.0 - ( break80_g92.r + break80_g92.g + break80_g92.b + break80_g92.a ) ) );
float cos200_g92 = cos( 0.002 * _Time.y );
float sin200_g92 = sin( 0.002 * _Time.y );
float2 rotator200_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos200_g92 , -sin200_g92 , sin200_g92 , cos200_g92 )) + float2( 0.5,0.5 );
float cos199_g92 = cos( 0.004 * _Time.y );
float sin199_g92 = sin( 0.004 * _Time.y );
float2 rotator199_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos199_g92 , -sin199_g92 , sin199_g92 , cos199_g92 )) + float2( 0.5,0.5 );
float cos201_g92 = cos( 0.001 * _Time.y );
float sin201_g92 = sin( 0.001 * _Time.y );
float2 rotator201_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos201_g92 , -sin201_g92 , sin201_g92 , cos201_g92 )) + float2( 0.5,0.5 );
float4 appendResult43_g92 = (float4(tex2D( CZY_GalaxyVariationMap, (rotator200_g92*10.0 + 0.0) ).r , tex2D( CZY_GalaxyVariationMap, (rotator199_g92*8.0 + 2.04) ).r , tex2D( CZY_GalaxyVariationMap, (rotator201_g92*6.0 + 2.04) ).r , 1.0));
float4 GalaxyColoring69_g92 = appendResult43_g92;
float4 break124_g92 = GalaxyColoring69_g92;
float4 FinalGalaxyColoring189_g92 = ( ( CZY_GalaxyColor1 * break124_g92.r ) + ( CZY_GalaxyColor2 * break124_g92.g ) + ( CZY_GalaxyColor3 * break124_g92.b ) );
float4 GalaxyFullColor120_g92 = ( saturate( ( StarPattern90_g92 * CZY_StarColor ) ) + ( GalaxyPattern192_g92 * FinalGalaxyColoring189_g92 * CZY_GalaxyMultiplier ) );
Gradient gradient95_g92 = NewGradient( 0, 8, 4, float4( 1, 0, 0, 0.1205921 ), float4( 1, 0.3135593, 0, 0.2441138 ), float4( 1, 0.8774895, 0.2216981, 0.3529412 ), float4( 0.3030533, 1, 0.2877358, 0.4529488 ), float4( 0.3726415, 1, 0.9559749, 0.5529412 ), float4( 0.4669811, 0.7253776, 1, 0.6470588 ), float4( 0.1561944, 0.3586135, 0.735849, 0.802945 ), float4( 0.2576377, 0.08721964, 0.5283019, 0.9264668 ), float2( 0, 0 ), float2( 0, 0.08235294 ), float2( 0.6039216, 0.8264744 ), float2( 0, 1 ), 0, 0, 0, 0 );
float temp_output_86_0_g92 = ( 1.0 - SunDot72_g92 );
float temp_output_91_0_g92 = ( CZY_RainbowSize * 0.01 );
float temp_output_96_0_g92 = ( temp_output_91_0_g92 + ( CZY_RainbowWidth * 0.01 ) );
float4 RainbowClipping112_g92 = ( SampleGradient( gradient95_g92, (0.0 + (temp_output_86_0_g92 - temp_output_91_0_g92) * (1.0 - 0.0) / (temp_output_96_0_g92 - temp_output_91_0_g92)) ) * ( ( temp_output_86_0_g92 < temp_output_91_0_g92 ? 0.0 : 1.0 ) * ( temp_output_86_0_g92 > temp_output_96_0_g92 ? 0.0 : 1.0 ) ) * SampleGradient( gradient95_g92, (0.0 + (temp_output_86_0_g92 - temp_output_91_0_g92) * (1.0 - 0.0) / (temp_output_96_0_g92 - temp_output_91_0_g92)) ).a * CZY_RainbowIntensity );
float cos70_g92 = cos( -0.005 * _Time.y );
float sin70_g92 = sin( -0.005 * _Time.y );
float2 rotator70_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos70_g92 , -sin70_g92 , sin70_g92 , cos70_g92 )) + float2( 0.5,0.5 );
float cos67_g92 = cos( 0.01 * _Time.y );
float sin67_g92 = sin( 0.01 * _Time.y );
float2 rotator67_g92 = mul( Pos17_g92 - float2( 0.5,0.5 ) , float2x2( cos67_g92 , -sin67_g92 , sin67_g92 , cos67_g92 )) + float2( 0.5,0.5 );
float4 transform185_g92 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float saferPower187_g92 = abs( ( ( abs( transform185_g92.y ) * 0.03 ) + -0.3 ) );
float LightColumnsPattern93_g92 = saturate( ( min( tex2D( CZY_LightScatteringMap, rotator70_g92 ).r , tex2D( CZY_LightScatteringMap, rotator67_g92 ).r ) * (1.0 + (saturate( pow( saferPower187_g92 , 1.0 ) ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) ) );
float4 LightColumnsColor114_g92 = ( LightColumnsPattern93_g92 * CZY_LightColumnColor );
float3 hsvTorgb2_g80 = RGBToHSV( CZY_HorizonColor.rgb );
float3 hsvTorgb3_g80 = HSVToRGB( float3(hsvTorgb2_g80.x,saturate( ( hsvTorgb2_g80.y + CZY_FilterSaturation ) ),( hsvTorgb2_g80.z + CZY_FilterValue )) );
float4 temp_output_10_0_g80 = ( float4( hsvTorgb3_g80 , 0.0 ) * CZY_FilterColor );
float4 HorizonColor140_g79 = temp_output_10_0_g80;
float3 hsvTorgb2_g81 = RGBToHSV( CZY_ZenithColor.rgb );
float3 hsvTorgb3_g81 = HSVToRGB( float3(hsvTorgb2_g81.x,saturate( ( hsvTorgb2_g81.y + CZY_FilterSaturation ) ),( hsvTorgb2_g81.z + CZY_FilterValue )) );
float4 temp_output_10_0_g81 = ( float4( hsvTorgb3_g81 , 0.0 ) * CZY_FilterColor );
float4 ZenithColor139_g79 = temp_output_10_0_g81;
float2 texCoord135_g79 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_136_0_g79 = ( texCoord135_g79 - float2( 0.5,0.5 ) );
float dotResult138_g79 = dot( temp_output_136_0_g79 , temp_output_136_0_g79 );
float SimpleGradient137_g79 = dotResult138_g79;
float GradientPos132_g79 = ( 1.0 - saturate( pow( saturate( (0.0 + (SimpleGradient137_g79 - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)) ) , CZY_Power ) ) );
float4 lerpResult110_g79 = lerp( HorizonColor140_g79 , ZenithColor139_g79 , GradientPos132_g79);
float4 SimpleSkyGradient127_g79 = lerpResult110_g79;
float3 normalizeResult62_g79 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult66_g79 = dot( normalizeResult62_g79 , CZY_SunDirection );
float SunDot72_g79 = dotResult66_g79;
float3 hsvTorgb2_g83 = RGBToHSV( CZY_SunHaloColor.rgb );
float3 hsvTorgb3_g83 = HSVToRGB( float3(hsvTorgb2_g83.x,saturate( ( hsvTorgb2_g83.y + CZY_FilterSaturation ) ),( hsvTorgb2_g83.z + CZY_FilterValue )) );
float4 temp_output_10_0_g83 = ( float4( hsvTorgb3_g83 , 0.0 ) * CZY_FilterColor );
half4 SunFlare143_g79 = abs( ( saturate( pow( saturate( (SunDot72_g79*0.5 + 0.4) ) , ( ( CZY_SunHaloFalloff * 40.0 ) + 5.0 ) ) ) * ( temp_output_10_0_g83 * CZY_SunFilterColor ) ) );
float3 normalizeResult233_g79 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult234_g79 = dot( normalizeResult233_g79 , CZY_EclipseDirection );
float EclipseDot237_g79 = dotResult234_g79;
float eclipse208_g79 = ( ( 1.0 - EclipseDot237_g79 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0006 ) ? 0.0 : 1.0 );
float4 SunRender219_g79 = ( CZY_SunColor * saturate( ( ( ( 1.0 - SunDot72_g79 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0007 ) ? 0.0 : 1.0 ) - eclipse208_g79 ) ) );
float3 normalizeResult227_g79 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult228_g79 = dot( normalizeResult227_g79 , CZY_MoonDirection );
float MoonDot240_g79 = dotResult228_g79;
float3 hsvTorgb2_g82 = RGBToHSV( CZY_MoonFlareColor.rgb );
float3 hsvTorgb3_g82 = HSVToRGB( float3(hsvTorgb2_g82.x,saturate( ( hsvTorgb2_g82.y + CZY_FilterSaturation ) ),( hsvTorgb2_g82.z + CZY_FilterValue )) );
float4 temp_output_10_0_g82 = ( float4( hsvTorgb3_g82 , 0.0 ) * CZY_FilterColor );
half4 MoonFlare53_g79 = abs( ( saturate( pow( saturate( (MoonDot240_g79*0.5 + 0.4) ) , ( ( CZY_MoonFlareFalloff * 20.0 ) + 5.0 ) ) ) * temp_output_10_0_g82 ) );
float2 texCoord8_g79 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos17_g79 = texCoord8_g79;
float mulTime41_g79 = _TimeParameters.x * 0.005;
float cos18_g79 = cos( mulTime41_g79 );
float sin18_g79 = sin( mulTime41_g79 );
float2 rotator18_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos18_g79 , -sin18_g79 , sin18_g79 , cos18_g79 )) + float2( 0.5,0.5 );
float mulTime36_g79 = _TimeParameters.x * -0.02;
float simplePerlin2D19_g79 = snoise( (Pos17_g79*5.0 + mulTime36_g79) );
simplePerlin2D19_g79 = simplePerlin2D19_g79*0.5 + 0.5;
float StarPlacementPattern171_g79 = saturate( ( min( tex2D( CZY_GalaxyVariationMap, (Pos17_g79*5.0 + mulTime41_g79) ).r , tex2D( CZY_GalaxyVariationMap, (rotator18_g79*2.0 + 0.0) ).r ) * simplePerlin2D19_g79 * (0.2 + (SimpleGradient137_g79 - 0.0) * (0.0 - 0.2) / (1.0 - 0.0)) ) );
float2 panner45_g79 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos17_g79);
float mulTime75_g79 = _TimeParameters.x * 0.001;
float cos57_g79 = cos( mulTime75_g79 );
float sin57_g79 = sin( mulTime75_g79 );
float2 rotator57_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos57_g79 , -sin57_g79 , sin57_g79 , cos57_g79 )) + float2( 0.5,0.5 );
float temp_output_60_0_g79 = min( tex2D( CZY_StarMap, (panner45_g79*4.0 + mulTime75_g79) ).r , tex2D( CZY_GalaxyVariationMap, (rotator57_g79*0.1 + 0.0) ).r );
float2 panner9_g79 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos17_g79);
float mulTime13_g79 = _TimeParameters.x * 0.005;
float2 panner14_g79 = ( 1.0 * _Time.y * float2( 0.001,0 ) + Pos17_g79);
float mulTime11_g79 = _TimeParameters.x * 0.005;
float cos10_g79 = cos( mulTime11_g79 );
float sin10_g79 = sin( mulTime11_g79 );
float2 rotator10_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos10_g79 , -sin10_g79 , sin10_g79 , cos10_g79 )) + float2( 0.5,0.5 );
float2 panner16_g79 = ( mulTime11_g79 * float2( 0.004,0 ) + rotator10_g79);
float2 GalaxyPos63_g79 = panner16_g79;
float GalaxyPattern192_g79 = saturate( ( min( (0.3 + (tex2D( CZY_GalaxyVariationMap, (panner9_g79*4.0 + mulTime13_g79) ).r - 0.0) * (1.0 - 0.3) / (0.8 - 0.0)) , (0.3 + (( 1.0 - tex2D( CZY_GalaxyVariationMap, (panner14_g79*3.0 + mulTime13_g79) ).r ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) ) * (0.3 + (SimpleGradient137_g79 - 0.0) * (-0.2 - 0.3) / (0.2 - 0.0)) * tex2D( CZY_GalaxyMap, GalaxyPos63_g79 ).r ) );
float4 break80_g79 = MoonFlare53_g79;
float StarPattern90_g79 = ( ( ( StarPlacementPattern171_g79 * temp_output_60_0_g79 ) + ( temp_output_60_0_g79 * GalaxyPattern192_g79 ) + ( tex2D( CZY_GalaxyStarMap, GalaxyPos63_g79 ).r * 0.2 ) ) * ( 1.0 - ( break80_g79.r + break80_g79.g + break80_g79.b + break80_g79.a ) ) );
float cos200_g79 = cos( 0.002 * _Time.y );
float sin200_g79 = sin( 0.002 * _Time.y );
float2 rotator200_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos200_g79 , -sin200_g79 , sin200_g79 , cos200_g79 )) + float2( 0.5,0.5 );
float cos199_g79 = cos( 0.004 * _Time.y );
float sin199_g79 = sin( 0.004 * _Time.y );
float2 rotator199_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos199_g79 , -sin199_g79 , sin199_g79 , cos199_g79 )) + float2( 0.5,0.5 );
float cos201_g79 = cos( 0.001 * _Time.y );
float sin201_g79 = sin( 0.001 * _Time.y );
float2 rotator201_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos201_g79 , -sin201_g79 , sin201_g79 , cos201_g79 )) + float2( 0.5,0.5 );
float4 appendResult43_g79 = (float4(tex2D( CZY_GalaxyVariationMap, (rotator200_g79*10.0 + 0.0) ).r , tex2D( CZY_GalaxyVariationMap, (rotator199_g79*8.0 + 2.04) ).r , tex2D( CZY_GalaxyVariationMap, (rotator201_g79*6.0 + 2.04) ).r , 1.0));
float4 GalaxyColoring69_g79 = appendResult43_g79;
float4 break124_g79 = GalaxyColoring69_g79;
float4 FinalGalaxyColoring189_g79 = ( ( CZY_GalaxyColor1 * break124_g79.r ) + ( CZY_GalaxyColor2 * break124_g79.g ) + ( CZY_GalaxyColor3 * break124_g79.b ) );
float4 GalaxyFullColor120_g79 = ( saturate( ( StarPattern90_g79 * CZY_StarColor ) ) + ( GalaxyPattern192_g79 * FinalGalaxyColoring189_g79 * CZY_GalaxyMultiplier ) );
Gradient gradient95_g79 = NewGradient( 0, 8, 4, float4( 1, 0, 0, 0.1205921 ), float4( 1, 0.3135593, 0, 0.2441138 ), float4( 1, 0.8774895, 0.2216981, 0.3529412 ), float4( 0.3030533, 1, 0.2877358, 0.4529488 ), float4( 0.3726415, 1, 0.9559749, 0.5529412 ), float4( 0.4669811, 0.7253776, 1, 0.6470588 ), float4( 0.1561944, 0.3586135, 0.735849, 0.802945 ), float4( 0.2576377, 0.08721964, 0.5283019, 0.9264668 ), float2( 0, 0 ), float2( 0, 0.08235294 ), float2( 0.6039216, 0.8264744 ), float2( 0, 1 ), 0, 0, 0, 0 );
float temp_output_86_0_g79 = ( 1.0 - SunDot72_g79 );
float temp_output_91_0_g79 = ( CZY_RainbowSize * 0.01 );
float temp_output_96_0_g79 = ( temp_output_91_0_g79 + ( CZY_RainbowWidth * 0.01 ) );
float4 RainbowClipping112_g79 = ( SampleGradient( gradient95_g79, (0.0 + (temp_output_86_0_g79 - temp_output_91_0_g79) * (1.0 - 0.0) / (temp_output_96_0_g79 - temp_output_91_0_g79)) ) * ( ( temp_output_86_0_g79 < temp_output_91_0_g79 ? 0.0 : 1.0 ) * ( temp_output_86_0_g79 > temp_output_96_0_g79 ? 0.0 : 1.0 ) ) * SampleGradient( gradient95_g79, (0.0 + (temp_output_86_0_g79 - temp_output_91_0_g79) * (1.0 - 0.0) / (temp_output_96_0_g79 - temp_output_91_0_g79)) ).a * CZY_RainbowIntensity );
float cos70_g79 = cos( -0.005 * _Time.y );
float sin70_g79 = sin( -0.005 * _Time.y );
float2 rotator70_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos70_g79 , -sin70_g79 , sin70_g79 , cos70_g79 )) + float2( 0.5,0.5 );
float cos67_g79 = cos( 0.01 * _Time.y );
float sin67_g79 = sin( 0.01 * _Time.y );
float2 rotator67_g79 = mul( Pos17_g79 - float2( 0.5,0.5 ) , float2x2( cos67_g79 , -sin67_g79 , sin67_g79 , cos67_g79 )) + float2( 0.5,0.5 );
float4 transform185_g79 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float saferPower187_g79 = abs( ( ( abs( transform185_g79.y ) * 0.03 ) + -0.3 ) );
float LightColumnsPattern93_g79 = saturate( ( min( tex2D( CZY_LightScatteringMap, rotator70_g79 ).r , tex2D( CZY_LightScatteringMap, rotator67_g79 ).r ) * (1.0 + (saturate( pow( saferPower187_g79 , 1.0 ) ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) ) );
float4 LightColumnsColor114_g79 = ( LightColumnsPattern93_g79 * CZY_LightColumnColor );
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( SimpleSkyGradient127_g92 + SunFlare143_g92 + SunRender219_g92 + MoonFlare53_g92 + GalaxyFullColor120_g92 + RainbowClipping112_g92 + LightColumnsColor114_g92 ).rgb;
float Alpha = ( 1.0 - localHLSL20_g97 );
float3 Color = ( SimpleSkyGradient127_g79 + SunFlare143_g79 + SunRender219_g79 + MoonFlare53_g79 + GalaxyFullColor120_g79 + RainbowClipping112_g79 + LightColumnsColor114_g79 ).rgb;
float Alpha = ( 1.0 - localHLSL20_g84 );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -720,7 +717,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
sampler2D _UnderwaterMask;
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -897,16 +894,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
#endif
#endif
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
float Alpha = ( 1.0 - localHLSL20_g97 );
float Alpha = ( 1.0 - localHLSL20_g84 );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -993,7 +990,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
sampler2D _UnderwaterMask;
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1150,16 +1147,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
#endif
#endif
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
float Alpha = ( 1.0 - localHLSL20_g97 );
float Alpha = ( 1.0 - localHLSL20_g84 );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -1240,7 +1237,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
sampler2D _UnderwaterMask;
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1382,16 +1379,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g97 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g84 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1472,7 +1469,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
sampler2D _UnderwaterMask;
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1609,16 +1606,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g97 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g84 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1709,7 +1706,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
sampler2D _UnderwaterMask;
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1850,16 +1847,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g97 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g84 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1950,7 +1947,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
sampler2D _UnderwaterMask;
float HLSL20_g97( bool enabled, bool submerged, float textureSample )
float HLSL20_g84( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -2091,16 +2088,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g97 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g97 =(bool)_FullySubmerged;
bool enabled20_g84 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g84 =(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_g97 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g97 = HLSL20_g97( enabled20_g97 , submerged20_g97 , textureSample20_g97 );
float textureSample20_g84 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g84 = HLSL20_g84( enabled20_g84 , submerged20_g84 , textureSample20_g84 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g97 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g84 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2139,9 +2136,9 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;366;-319.2936,316.642;Float
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;367;-319.2936,316.642;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.TemplateMultiPassMasterNode;359;128,304;Float;False;True;-1;2;EmptyShaderGUI;0;13;Distant Lands/Cozy/URP/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.RangedFloatNode;428;-80,400;Inherit;False;Constant;_Float0;Float 0;2;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.FunctionNode;431;-175,284;Inherit;False;Stylized Sky (Desktop);0;;92;6fc9715951ffc7d4dae1a16a0961dc28;0;0;2;COLOR;0;FLOAT;245
WireConnection;359;2;431;0
WireConnection;359;3;431;245
Node;AmplifyShaderEditor.FunctionNode;429;-161,304;Inherit;False;Stylized Sky (Desktop);0;;79;6fc9715951ffc7d4dae1a16a0961dc28;0;0;2;COLOR;0;FLOAT;245
WireConnection;359;2;429;0
WireConnection;359;3;429;245
WireConnection;359;4;428;0
ASEEND*/
//CHKSM=BD95A92B8A07EADA6DF316BA206E08093D01D2DC
//CHKSM=BBE948BBE8DDBD05B247FCC9E1AAF02437B0AA42

View File

@ -304,7 +304,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
return 130.0 * dot( m, g );
}
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -472,61 +472,58 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
#endif
#endif
float3 hsvTorgb2_g73 = RGBToHSV( CZY_HorizonColor.rgb );
float3 hsvTorgb3_g73 = HSVToRGB( float3(hsvTorgb2_g73.x,saturate( ( hsvTorgb2_g73.y + CZY_FilterSaturation ) ),( hsvTorgb2_g73.z + CZY_FilterValue )) );
float4 temp_output_10_0_g73 = ( float4( hsvTorgb3_g73 , 0.0 ) * CZY_FilterColor );
float4 HorizonColor76_g72 = temp_output_10_0_g73;
float3 hsvTorgb2_g74 = RGBToHSV( CZY_ZenithColor.rgb );
float3 hsvTorgb3_g74 = HSVToRGB( float3(hsvTorgb2_g74.x,saturate( ( hsvTorgb2_g74.y + CZY_FilterSaturation ) ),( hsvTorgb2_g74.z + CZY_FilterValue )) );
float4 temp_output_10_0_g74 = ( float4( hsvTorgb3_g74 , 0.0 ) * CZY_FilterColor );
float4 ZenithColor78_g72 = temp_output_10_0_g74;
float2 texCoord13_g72 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_17_0_g72 = ( texCoord13_g72 - float2( 0.5,0.5 ) );
float dotResult9_g72 = dot( temp_output_17_0_g72 , temp_output_17_0_g72 );
float SimpleGradient33_g72 = dotResult9_g72;
float GradientPos44_g72 = ( 1.0 - saturate( pow( saturate( (0.0 + (SimpleGradient33_g72 - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)) ) , CZY_Power ) ) );
float4 lerpResult65_g72 = lerp( HorizonColor76_g72 , ZenithColor78_g72 , saturate( GradientPos44_g72 ));
float4 SimpleSkyGradient114_g72 = lerpResult65_g72;
float3 normalizeResult28_g72 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult39_g72 = dot( normalizeResult28_g72 , CZY_SunDirection );
float SunDot69_g72 = dotResult39_g72;
float3 hsvTorgb2_g77 = RGBToHSV( CZY_SunFlareColor.rgb );
float3 hsvTorgb3_g77 = HSVToRGB( float3(hsvTorgb2_g77.x,saturate( ( hsvTorgb2_g77.y + CZY_FilterSaturation ) ),( hsvTorgb2_g77.z + CZY_FilterValue )) );
float4 temp_output_10_0_g77 = ( float4( hsvTorgb3_g77 , 0.0 ) * CZY_FilterColor );
half4 SunFlare121_g72 = abs( ( saturate( pow( abs( (SunDot69_g72*0.5 + 0.5) ) , CZY_SunFlareFalloff ) ) * temp_output_10_0_g77 ) );
float3 hsvTorgb2_g78 = RGBToHSV( CZY_SunColor.rgb );
float3 hsvTorgb3_g78 = HSVToRGB( float3(hsvTorgb2_g78.x,saturate( ( hsvTorgb2_g78.y + CZY_FilterSaturation ) ),( hsvTorgb2_g78.z + CZY_FilterValue )) );
float4 temp_output_10_0_g78 = ( float4( hsvTorgb3_g78 , 0.0 ) * CZY_FilterColor );
float4 SunRender41_g72 = ( temp_output_10_0_g78 * ( ( 1.0 - SunDot69_g72 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0007 ) ? 0.0 : 1.0 ) );
float2 texCoord20_g72 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos8_g72 = texCoord20_g72;
float mulTime85_g72 = _TimeParameters.x * 0.005;
float cos82_g72 = cos( mulTime85_g72 );
float sin82_g72 = sin( mulTime85_g72 );
float2 rotator82_g72 = mul( Pos8_g72 - float2( 0.5,0.5 ) , float2x2( cos82_g72 , -sin82_g72 , sin82_g72 , cos82_g72 )) + float2( 0.5,0.5 );
float mulTime81_g72 = _TimeParameters.x * -0.02;
float simplePerlin2D97_g72 = snoise( (Pos8_g72*5.0 + mulTime81_g72) );
simplePerlin2D97_g72 = simplePerlin2D97_g72*0.5 + 0.5;
float StarPlacementPattern108_g72 = saturate( ( min( tex2D( CZY_GalaxyVariationMap, (Pos8_g72*5.0 + mulTime85_g72) ).r , tex2D( CZY_GalaxyVariationMap, (rotator82_g72*2.0 + 0.0) ).r ) * simplePerlin2D97_g72 * (0.2 + (SimpleGradient33_g72 - 0.0) * (0.0 - 0.2) / (1.0 - 0.0)) ) );
float2 panner104_g72 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos8_g72);
float mulTime94_g72 = _TimeParameters.x * 0.001;
float cos92_g72 = cos( 0.01 * _Time.y );
float sin92_g72 = sin( 0.01 * _Time.y );
float2 rotator92_g72 = mul( Pos8_g72 - float2( 0.5,0.5 ) , float2x2( cos92_g72 , -sin92_g72 , sin92_g72 , cos92_g72 )) + float2( 0.5,0.5 );
float4 StarPattern101_g72 = saturate( ( ( ( StarPlacementPattern108_g72 * min( tex2D( CZY_StarMap, (panner104_g72*4.0 + mulTime94_g72) ).r , tex2D( CZY_StarMap, (rotator92_g72*0.1 + 0.0) ).r ) ) * ( 1.0 - HorizonColor76_g72.r ) ) * CZY_StarColor ) );
float3 hsvTorgb2_g67 = RGBToHSV( CZY_HorizonColor.rgb );
float3 hsvTorgb3_g67 = HSVToRGB( float3(hsvTorgb2_g67.x,saturate( ( hsvTorgb2_g67.y + CZY_FilterSaturation ) ),( hsvTorgb2_g67.z + CZY_FilterValue )) );
float4 temp_output_10_0_g67 = ( float4( hsvTorgb3_g67 , 0.0 ) * CZY_FilterColor );
float4 HorizonColor76_g66 = temp_output_10_0_g67;
float3 hsvTorgb2_g68 = RGBToHSV( CZY_ZenithColor.rgb );
float3 hsvTorgb3_g68 = HSVToRGB( float3(hsvTorgb2_g68.x,saturate( ( hsvTorgb2_g68.y + CZY_FilterSaturation ) ),( hsvTorgb2_g68.z + CZY_FilterValue )) );
float4 temp_output_10_0_g68 = ( float4( hsvTorgb3_g68 , 0.0 ) * CZY_FilterColor );
float4 ZenithColor78_g66 = temp_output_10_0_g68;
float2 texCoord13_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_17_0_g66 = ( texCoord13_g66 - float2( 0.5,0.5 ) );
float dotResult9_g66 = dot( temp_output_17_0_g66 , temp_output_17_0_g66 );
float SimpleGradient33_g66 = dotResult9_g66;
float GradientPos44_g66 = ( 1.0 - saturate( pow( saturate( (0.0 + (SimpleGradient33_g66 - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)) ) , CZY_Power ) ) );
float4 lerpResult65_g66 = lerp( HorizonColor76_g66 , ZenithColor78_g66 , saturate( GradientPos44_g66 ));
float4 SimpleSkyGradient114_g66 = lerpResult65_g66;
float3 normalizeResult28_g66 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult39_g66 = dot( normalizeResult28_g66 , CZY_SunDirection );
float SunDot69_g66 = dotResult39_g66;
float3 hsvTorgb2_g70 = RGBToHSV( CZY_SunFlareColor.rgb );
float3 hsvTorgb3_g70 = HSVToRGB( float3(hsvTorgb2_g70.x,saturate( ( hsvTorgb2_g70.y + CZY_FilterSaturation ) ),( hsvTorgb2_g70.z + CZY_FilterValue )) );
float4 temp_output_10_0_g70 = ( float4( hsvTorgb3_g70 , 0.0 ) * CZY_FilterColor );
half4 SunFlare121_g66 = abs( ( saturate( pow( abs( (SunDot69_g66*0.5 + 0.5) ) , CZY_SunFlareFalloff ) ) * temp_output_10_0_g70 ) );
float4 SunRender41_g66 = ( CZY_SunColor * ( ( 1.0 - SunDot69_g66 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0007 ) ? 0.0 : 1.0 ) );
float2 texCoord20_g66 = IN.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos8_g66 = texCoord20_g66;
float mulTime85_g66 = _TimeParameters.x * 0.005;
float cos82_g66 = cos( mulTime85_g66 );
float sin82_g66 = sin( mulTime85_g66 );
float2 rotator82_g66 = mul( Pos8_g66 - float2( 0.5,0.5 ) , float2x2( cos82_g66 , -sin82_g66 , sin82_g66 , cos82_g66 )) + float2( 0.5,0.5 );
float mulTime81_g66 = _TimeParameters.x * -0.02;
float simplePerlin2D97_g66 = snoise( (Pos8_g66*5.0 + mulTime81_g66) );
simplePerlin2D97_g66 = simplePerlin2D97_g66*0.5 + 0.5;
float StarPlacementPattern108_g66 = saturate( ( min( tex2D( CZY_GalaxyVariationMap, (Pos8_g66*5.0 + mulTime85_g66) ).r , tex2D( CZY_GalaxyVariationMap, (rotator82_g66*2.0 + 0.0) ).r ) * simplePerlin2D97_g66 * (0.2 + (SimpleGradient33_g66 - 0.0) * (0.0 - 0.2) / (1.0 - 0.0)) ) );
float2 panner104_g66 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos8_g66);
float mulTime94_g66 = _TimeParameters.x * 0.001;
float cos92_g66 = cos( 0.01 * _Time.y );
float sin92_g66 = sin( 0.01 * _Time.y );
float2 rotator92_g66 = mul( Pos8_g66 - float2( 0.5,0.5 ) , float2x2( cos92_g66 , -sin92_g66 , sin92_g66 , cos92_g66 )) + float2( 0.5,0.5 );
float4 StarPattern101_g66 = saturate( ( ( ( StarPlacementPattern108_g66 * min( tex2D( CZY_StarMap, (panner104_g66*4.0 + mulTime94_g66) ).r , tex2D( CZY_StarMap, (rotator92_g66*0.1 + 0.0) ).r ) ) * ( 1.0 - HorizonColor76_g66.r ) ) * CZY_StarColor ) );
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = ( SimpleSkyGradient114_g72 + SunFlare121_g72 + SunRender41_g72 + HorizonColor76_g72 + StarPattern101_g72 ).rgb;
float Alpha = ( 1.0 - localHLSL20_g76 );
float3 Color = ( SimpleSkyGradient114_g66 + SunFlare121_g66 + SunRender41_g66 + HorizonColor76_g66 + StarPattern101_g66 ).rgb;
float Alpha = ( 1.0 - localHLSL20_g71 );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -626,7 +623,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
sampler2D _UnderwaterMask;
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -803,16 +800,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
#endif
#endif
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
float Alpha = ( 1.0 - localHLSL20_g76 );
float Alpha = ( 1.0 - localHLSL20_g71 );
float AlphaClipThreshold = 0.5;
float AlphaClipThresholdShadow = 0.5;
@ -898,7 +895,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
sampler2D _UnderwaterMask;
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1055,16 +1052,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
#endif
#endif
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
float Alpha = ( 1.0 - localHLSL20_g76 );
float Alpha = ( 1.0 - localHLSL20_g71 );
float AlphaClipThreshold = 0.5;
#ifdef _ALPHATEST_ON
@ -1144,7 +1141,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
sampler2D _UnderwaterMask;
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1286,16 +1283,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g76 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g71 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1375,7 +1372,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
sampler2D _UnderwaterMask;
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1512,16 +1509,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g76 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g71 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1611,7 +1608,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
sampler2D _UnderwaterMask;
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1752,16 +1749,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g76 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g71 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -1851,7 +1848,7 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
sampler2D _UnderwaterMask;
float HLSL20_g76( bool enabled, bool submerged, float textureSample )
float HLSL20_g71( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
@ -1992,16 +1989,16 @@ Shader "Distant Lands/Cozy/URP/Stylized Sky Mobile"
{
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
bool enabled20_g76 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g76 =(bool)_FullySubmerged;
bool enabled20_g71 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g71 =(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_g76 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g76 = HLSL20_g76( enabled20_g76 , submerged20_g76 , textureSample20_g76 );
float textureSample20_g71 = tex2Dlod( _UnderwaterMask, float4( ase_screenPosNorm.xy, 0, 0.0) ).r;
float localHLSL20_g71 = HLSL20_g71( enabled20_g71 , submerged20_g71 , textureSample20_g71 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g76 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g71 );
surfaceDescription.AlphaClipThreshold = 0.5;
#if _ALPHATEST_ON
@ -2040,9 +2037,9 @@ Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;353;-736,370;Float;False;Fa
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WireConnection;340;2;367;0
WireConnection;340;3;367;141
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WireConnection;340;4;366;0
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//CHKSM=A977AAE02B17BF70D398014374674228AFE10594
//CHKSM=CFA7D33A29C736F96BC8ECFA85AB1FC24353C4F3