// Made with Amplify Shader Editor v1.9.8.1 // Available at the Unity Asset Store - http://u3d.as/y3X Shader "Distant Lands/Cozy/URP/Stylized Clouds (Luxury)" { Properties { [HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5 [HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1) CZY_LuxuryVariationTexture("CZY_LuxuryVariationTexture", 2D) = "white" {} //_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5 //_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16 //_TessMin( "Tess Min Distance", Float ) = 10 //_TessMax( "Tess Max Distance", Float ) = 25 //_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16 //_TessMaxDisp( "Tess Max Displacement", Float ) = 25 [HideInInspector] _QueueOffset("_QueueOffset", Float) = 0 [HideInInspector] _QueueControl("_QueueControl", Float) = -1 [HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {} [HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0 } SubShader { LOD 0 Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-50" "UniversalMaterialType"="Unlit" } Cull Front AlphaToMask Off Stencil { Ref 221 Comp Always Pass Zero Fail Keep ZFail Keep } HLSLINCLUDE #pragma target 3.0 #pragma prefer_hlslcc gles // ensure rendering platforms toggle list is visible #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #ifndef ASE_TESS_FUNCS #define ASE_TESS_FUNCS float4 FixedTess( float tessValue ) { return tessValue; } float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos ) { float3 wpos = mul(o2w,vertex).xyz; float dist = distance (wpos, cameraPos); float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess; return f; } float4 CalcTriEdgeTessFactors (float3 triVertexFactors) { float4 tess; tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z); tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z); tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y); tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f; return tess; } float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams ) { float dist = distance (0.5 * (wpos0+wpos1), cameraPos); float len = distance(wpos0, wpos1); float f = max(len * scParams.y / (edgeLen * dist), 1.0); return f; } float DistanceFromPlane (float3 pos, float4 plane) { float d = dot (float4(pos,1.0f), plane); return d; } bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] ) { float4 planeTest; planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f ); planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f ); planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f ); planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) + (( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f ); return !all (planeTest); } float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos ) { float3 f; f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos); f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos); f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos); return CalcTriEdgeTessFactors (f); } float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; return tess; } float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] ) { float3 pos0 = mul(o2w,v0).xyz; float3 pos1 = mul(o2w,v1).xyz; float3 pos2 = mul(o2w,v2).xyz; float4 tess; if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes)) { tess = 0.0f; } else { tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams); tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams); tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams); tess.w = (tess.x + tess.y + tess.z) / 3.0f; } return tess; } #endif //ASE_TESS_FUNCS ENDHLSL Pass { Name "Forward" Tags { "LightMode"="UniversalForwardOnly" } Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha ZWrite Off ZTest LEqual Offset 0 , 0 ColorMask RGBA HLSLPROGRAM #pragma multi_compile_fragment _ALPHATEST_ON #pragma shader_feature_local _RECEIVE_SHADOWS_OFF #pragma multi_compile_instancing #pragma instancing_options renderinglayer #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140010 #pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION #pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3 #pragma multi_compile _ DIRLIGHTMAP_COMBINED #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DYNAMICLIGHTMAP_ON #pragma multi_compile_fragment _ DEBUG_DISPLAY #pragma vertex vert #pragma fragment frag #define SHADERPASS SHADERPASS_UNLIT #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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" #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #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" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_WORLD_POSITION #define ASE_NEEDS_FRAG_SCREEN_POSITION #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 texcoord : TEXCOORD0; float4 texcoord1 : TEXCOORD1; float4 texcoord2 : TEXCOORD2; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) half4 fogFactorAndVertexLight : TEXCOORD2; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD3; #endif #if defined(LIGHTMAP_ON) float4 lightmapUVOrVertexSH : TEXCOORD4; #endif #if defined(DYNAMICLIGHTMAP_ON) float2 dynamicLightmapUV : TEXCOORD5; #endif float4 ase_texcoord6 : TEXCOORD6; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END float4 CZY_CloudColor; float CZY_FilterSaturation; float CZY_FilterValue; float4 CZY_FilterColor; float4 CZY_CloudFilterColor; sampler2D CZY_CirrostratusTexture; float CZY_CirrostratusMoveSpeed; sampler2D CZY_LuxuryVariationTexture; float CZY_CirrostratusMultiplier; sampler2D CZY_AltocumulusTexture; float CZY_MainCloudScale; float CZY_WindSpeed; float CZY_AltocumulusMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_LowNimbusTexture; float CZY_NimbusMultiplier; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; sampler2D CZY_LowBorderTexture; float CZY_BorderHeight; sampler2D CZY_HighBorderTexture; float4 CZY_LightColor; float4 CZY_FogColor5; float CZY_LightFlareSquish; float3 CZY_SunDirection; half CZY_LightIntensity; half CZY_LightFalloff; float CZY_CloudsFogLightAmount; float4 CZY_SunFilterColor; float3 CZY_MoonDirection; float4 CZY_FogMoonFlareColor; float CZY_CloudsFogAmount; float CZY_FogSmoothness; float CZY_FogOffset; float CZY_FogIntensity; float CZY_CloudThickness; float _UnderwaterRenderingEnabled; float _FullySubmerged; sampler2D _UnderwaterMask; 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 ); } 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 ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord6.xy = input.texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord6.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(LIGHTMAP_ON) OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy); #endif #if defined(DYNAMICLIGHTMAP_ON) output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw; #endif #if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX) output.fogFactorAndVertexLight = 0; #if defined(ASE_FOG) && !defined(_FOG_FRAGMENT) output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS ); output.fogFactorAndVertexLight.yzw = vertexLight; #endif #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag ( PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif float3 WorldPosition = input.positionWS; float3 WorldViewDirection = GetWorldSpaceNormalizeViewDir( WorldPosition ); float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 NormalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float3 hsvTorgb2_g116 = RGBToHSV( CZY_CloudColor.rgb ); float3 hsvTorgb3_g116 = HSVToRGB( float3(hsvTorgb2_g116.x,saturate( ( hsvTorgb2_g116.y + CZY_FilterSaturation ) ),( hsvTorgb2_g116.z + CZY_FilterValue )) ); float4 temp_output_10_0_g116 = ( float4( hsvTorgb3_g116 , 0.0 ) * CZY_FilterColor ); float4 CloudColor13_g115 = ( temp_output_10_0_g116 * CZY_CloudFilterColor ); float2 texCoord5_g115 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusColoring135_g115 = temp_output_130_0_g115; float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float lerpResult260_g115 = lerp( 1.0 , CirrostratusColoring135_g115 , CirrostratusAlpha136_g115); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusColor216_g115 = tex2DNode315_g115.r; float2 texCoord23_g127 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float lerpResult252_g115 = lerp( 1.0 , altocumulusColor216_g115 , temp_output_253_0_g115); float finalAcColor288_g115 = lerpResult252_g115; float finalAcAlpha286_g115 = temp_output_253_0_g115; float lerpResult284_g115 = lerp( lerpResult260_g115 , finalAcColor288_g115 , finalAcAlpha286_g115); float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusColoring96_g115 = temp_output_94_0_g115; float CirrusAlpha97_g115 = temp_output_94_0_g115; float lerpResult283_g115 = lerp( lerpResult284_g115 , CirrusColoring96_g115 , CirrusAlpha97_g115); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsColoring60_g115 = temp_output_59_0_g115; float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float lerpResult265_g115 = lerp( lerpResult283_g115 , ChemtrailsColoring60_g115 , ChemtrailsAlpha61_g115); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyColor220_g115 = tex2DNode319_g115.r; float2 texCoord23_g126 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float lerpResult242_g115 = lerp( 1.0 , PartlyCloudyColor220_g115 , temp_output_249_0_g115); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyColor222_g115 = tex2DNode308_g115.r; float2 texCoord23_g125 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float lerpResult243_g115 = lerp( lerpResult242_g115 , MostlyCloudyColor222_g115 , temp_output_226_0_g115); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyColoring223_g115 = tex2DNode309_g115.r; float2 texCoord23_g129 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float lerpResult239_g115 = lerp( lerpResult243_g115 , OvercastCloudyColoring223_g115 , temp_output_231_0_g115); float cumulusCloudColor237_g115 = saturate( lerpResult239_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float lerpResult269_g115 = lerp( lerpResult265_g115 , cumulusCloudColor237_g115 , cumulusAlpha232_g115); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusColor196_g115 = tex2DNode312_g115.r; float2 texCoord23_g124 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float lerpResult173_g115 = lerp( 1.0 , lowNimbusColor196_g115 , temp_output_166_0_g115); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusColor198_g115 = tex2DNode313_g115.r; float2 texCoord23_g130 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float lerpResult175_g115 = lerp( lerpResult173_g115 , mediumNimbusColor198_g115 , temp_output_164_0_g115); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float highNimbusColor204_g115 = tex2DNode314_g115.r; float2 texCoord23_g123 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float lerpResult177_g115 = lerp( lerpResult175_g115 , highNimbusColor204_g115 , temp_output_162_0_g115); float nimbusColoring180_g115 = saturate( lerpResult177_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float lerpResult274_g115 = lerp( lerpResult269_g115 , nimbusColoring180_g115 , nimbusAlpha172_g115); float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderColor189_g115 = tex2DNode311_g115.r; float2 texCoord23_g122 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float lerpResult142_g115 = lerp( 1.0 , MediumBorderColor189_g115 , temp_output_140_0_g115); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderColoring191_g115 = tex2DNode310_g115.r; float2 texCoord23_g128 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float lerpResult141_g115 = lerp( lerpResult142_g115 , HighBorderColoring191_g115 , temp_output_159_0_g115); float borderCloudsColor257_g115 = saturate( lerpResult141_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float lerpResult272_g115 = lerp( lerpResult274_g115 , borderCloudsColor257_g115 , borderAlpha169_g115); float cloudColoring270_g115 = lerpResult272_g115; float4 lerpResult12_g115 = lerp( float4( 0,0,0,0 ) , CloudColor13_g115 , cloudColoring270_g115); float3 hsvTorgb69_g369 = RGBToHSV( CZY_FogColor5.rgb ); float3 normalizeResult54_g369 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) ); float3 temp_output_56_0_g369 = ( normalizeResult54_g369 * _ProjectionParams.z ); float3 appendResult25_g369 = (float3(1.0 , CZY_LightFlareSquish , 1.0)); float3 normalizeResult13_g369 = normalize( ( ( temp_output_56_0_g369 * appendResult25_g369 ) - _WorldSpaceCameraPos ) ); float dotResult16_g369 = dot( normalizeResult13_g369 , CZY_SunDirection ); half LightMask35_g369 = saturate( pow( abs( ( (dotResult16_g369*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) ); float temp_output_91_0_g369 = CZY_CloudsFogLightAmount; float3 hsvTorgb2_g371 = RGBToHSV( ( CZY_LightColor * hsvTorgb69_g369.z * saturate( ( LightMask35_g369 * ( 1.5 * CZY_FogColor5.a ) * temp_output_91_0_g369 ) ) ).rgb ); float3 hsvTorgb3_g371 = HSVToRGB( float3(hsvTorgb2_g371.x,saturate( ( hsvTorgb2_g371.y + CZY_FilterSaturation ) ),( hsvTorgb2_g371.z + CZY_FilterValue )) ); float4 temp_output_10_0_g371 = ( float4( hsvTorgb3_g371 , 0.0 ) * CZY_FilterColor ); float3 direction88_g369 = ( temp_output_56_0_g369 - _WorldSpaceCameraPos ); float3 normalizeResult32_g369 = normalize( direction88_g369 ); float3 normalizeResult30_g369 = normalize( CZY_MoonDirection ); float dotResult28_g369 = dot( normalizeResult32_g369 , normalizeResult30_g369 ); half MoonMask18_g369 = saturate( pow( abs( ( saturate( (dotResult28_g369*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) ); float3 hsvTorgb2_g370 = RGBToHSV( ( CZY_FogColor5 + ( hsvTorgb69_g369.z * saturate( ( CZY_FogColor5.a * MoonMask18_g369 * temp_output_91_0_g369 ) ) * CZY_FogMoonFlareColor ) ).rgb ); float3 hsvTorgb3_g370 = HSVToRGB( float3(hsvTorgb2_g370.x,saturate( ( hsvTorgb2_g370.y + CZY_FilterSaturation ) ),( hsvTorgb2_g370.z + CZY_FilterValue )) ); float4 temp_output_10_0_g370 = ( float4( hsvTorgb3_g370 , 0.0 ) * CZY_FilterColor ); float3 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) ); float temp_output_34_0_g369 = ( CZY_CloudsFogAmount * saturate( ( ( 1.0 - saturate( ( ( ( direction88_g369.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) ); float4 lerpResult90_g369 = lerp( lerpResult12_g115 , ( ( temp_output_10_0_g371 * CZY_SunFilterColor ) + temp_output_10_0_g370 ) , temp_output_34_0_g369); float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); float3 BakedAlbedo = 0; float3 BakedEmission = 0; float3 Color = lerpResult90_g369.rgb; float Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); float AlphaClipThreshold = 0.5; float AlphaClipThresholdShadow = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif InputData inputData = (InputData)0; inputData.positionWS = WorldPosition; inputData.viewDirectionWS = WorldViewDirection; #ifdef ASE_FOG inputData.fogCoord = InitializeInputDataFog(float4(inputData.positionWS, 1.0), input.fogFactorAndVertexLight.x); #endif #ifdef _ADDITIONAL_LIGHTS_VERTEX inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; #endif inputData.normalizedScreenSpaceUV = NormalizedScreenSpaceUV; #if defined(_DBUFFER) ApplyDecalToBaseColor(input.positionCS, Color); #endif #ifdef ASE_FOG #ifdef TERRAIN_SPLAT_ADDPASS Color.rgb = MixFogColor(Color.rgb, half3(0,0,0), inputData.fogCoord); #else Color.rgb = MixFog(Color.rgb, inputData.fogCoord); #endif #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4( EncodeMeshRenderingLayer( renderingLayers ), 0, 0, 0 ); #endif return half4( Color, Alpha ); } ENDHLSL } Pass { Name "DepthOnly" Tags { "LightMode"="DepthOnly" } ZWrite On ColorMask 0 AlphaToMask Off HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140010 #pragma vertex vert #pragma fragment frag #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.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/ShaderGraphFunctions.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 positionWS : TEXCOORD1; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) float4 shadowCoord : TEXCOORD2; #endif float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; 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; } 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 ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output = (PackedVaryings)0; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord3.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) output.positionWS = vertexInput.positionWS; #endif #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS) output.shadowCoord = GetShadowCoord( vertexInput ); #endif output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif ) : SV_Target { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); #if defined(ASE_NEEDS_FRAG_WORLD_POSITION) float3 WorldPosition = input.positionWS; #endif float4 ShadowCoords = float4( 0, 0, 0, 0 ); float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); #if defined(ASE_NEEDS_FRAG_SHADOWCOORDS) #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) ShadowCoords = input.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) ShadowCoords = TransformWorldToShadowCoord( WorldPosition ); #endif #endif float2 texCoord23_g122 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); float Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif return 0; } ENDHLSL } Pass { Name "SceneSelectionPass" Tags { "LightMode"="SceneSelectionPass" } Cull Off AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140010 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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.core/ShaderLibrary/TextureStack.hlsl" #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; 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; } 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 ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } int _ObjectId; int _PassValue; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); output.ase_texcoord1 = screenPos; output.ase_texcoord.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord23_g122 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = input.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); surfaceDescription.Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = half4(_ObjectId, _PassValue, 1.0, 1.0); return outColor; } ENDHLSL } Pass { Name "ScenePickingPass" Tags { "LightMode"="Picking" } AlphaToMask Off HLSLPROGRAM #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140010 #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define SHADERPASS SHADERPASS_DEPTHONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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.core/ShaderLibrary/TextureStack.hlsl" #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { float4 positionCS : SV_POSITION; float4 ase_texcoord : TEXCOORD0; float4 ase_texcoord1 : TEXCOORD1; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; 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; } 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 ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } float4 _SelectionID; struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction(Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); float4 ase_positionCS = TransformObjectToHClip( ( input.positionOS ).xyz ); float4 screenPos = ComputeScreenPos( ase_positionCS ); output.ase_texcoord1 = screenPos; output.ase_texcoord.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; float3 positionWS = TransformObjectToWorld( input.positionOS.xyz ); output.positionCS = TransformWorldToHClip(positionWS); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif half4 frag(PackedVaryings input ) : SV_Target { SurfaceDescription surfaceDescription = (SurfaceDescription)0; float2 texCoord23_g122 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = input.ase_texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 screenPos = input.ase_texcoord1; float4 ase_positionSSNorm = screenPos / screenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); surfaceDescription.Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); surfaceDescription.AlphaClipThreshold = 0.5; #if _ALPHATEST_ON float alphaClipThreshold = 0.01f; #if ALPHA_CLIP_THRESHOLD alphaClipThreshold = surfaceDescription.AlphaClipThreshold; #endif clip(surfaceDescription.Alpha - alphaClipThreshold); #endif half4 outColor = 0; outColor = _SelectionID; return outColor; } ENDHLSL } Pass { Name "DepthNormals" Tags { "LightMode"="DepthNormalsOnly" } ZTest LEqual ZWrite On HLSLPROGRAM #pragma multi_compile _ALPHATEST_ON #pragma multi_compile_instancing #define _SURFACE_TYPE_TRANSPARENT 1 #define ASE_VERSION 19801 #define ASE_SRP_VERSION 140010 #pragma multi_compile_fragment _ _GBUFFER_NORMALS_OCT #pragma vertex vert #pragma fragment frag #define ATTRIBUTES_NEED_NORMAL #define ATTRIBUTES_NEED_TANGENT #define VARYINGS_NEED_NORMAL_WS #define SHADERPASS SHADERPASS_DEPTHNORMALSONLY #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl" #endif #if ASE_SRP_VERSION >=140007 #include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl" #endif #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.core/ShaderLibrary/TextureStack.hlsl" #if ASE_SRP_VERSION >=140010 #include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl" #endif #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl" #include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl" #if defined(LOD_FADE_CROSSFADE) #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl" #endif #define ASE_NEEDS_FRAG_SCREEN_POSITION #if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45) #define ASE_SV_DEPTH SV_DepthLessEqual #define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid #else #define ASE_SV_DEPTH SV_Depth #define ASE_SV_POSITION_QUALIFIERS #endif struct Attributes { float4 positionOS : POSITION; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct PackedVaryings { ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION; float4 clipPosV : TEXCOORD0; float3 positionWS : TEXCOORD1; float3 normalWS : TEXCOORD2; float4 ase_texcoord3 : TEXCOORD3; UNITY_VERTEX_INPUT_INSTANCE_ID UNITY_VERTEX_OUTPUT_STEREO }; CBUFFER_START(UnityPerMaterial) #ifdef ASE_TESSELLATION float _TessPhongStrength; float _TessValue; float _TessMin; float _TessMax; float _TessEdgeLength; float _TessMaxDisp; #endif CBUFFER_END sampler2D CZY_LuxuryVariationTexture; float CZY_BorderHeight; sampler2D CZY_LowBorderTexture; sampler2D CZY_HighBorderTexture; float CZY_NimbusMultiplier; sampler2D CZY_LowNimbusTexture; sampler2D CZY_MidNimbusTexture; sampler2D CZY_HighNimbusTexture; float CZY_CumulusCoverageMultiplier; sampler2D CZY_PartlyCloudyTexture; float CZY_MainCloudScale; float CZY_WindSpeed; sampler2D CZY_MostlyCloudyTexture; sampler2D CZY_OvercastTexture; sampler2D CZY_ChemtrailsTexture; float CZY_ChemtrailsMoveSpeed; float CZY_ChemtrailsMultiplier; sampler2D CZY_CirrusTexture; float CZY_CirrusMoveSpeed; float CZY_CirrusMultiplier; float CZY_AltocumulusMultiplier; sampler2D CZY_AltocumulusTexture; sampler2D CZY_CirrostratusTexture; 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; } 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 ); } float HLSL20_g118( bool enabled, bool submerged, float textureSample ) { if(enabled) { if(submerged) return 1.0; else return textureSample; } else { return 0.0; } } struct SurfaceDescription { float Alpha; float AlphaClipThreshold; }; PackedVaryings VertexFunction( Attributes input ) { PackedVaryings output; ZERO_INITIALIZE(PackedVaryings, output); UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.ase_texcoord3.xy = input.ase_texcoord.xy; //setting value to unused interpolator channels and avoid initialization warnings output.ase_texcoord3.zw = 0; #ifdef ASE_ABSOLUTE_VERTEX_POS float3 defaultVertexValue = input.positionOS.xyz; #else float3 defaultVertexValue = float3(0, 0, 0); #endif float3 vertexValue = defaultVertexValue; #ifdef ASE_ABSOLUTE_VERTEX_POS input.positionOS.xyz = vertexValue; #else input.positionOS.xyz += vertexValue; #endif input.normalOS = input.normalOS; VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz ); output.positionCS = vertexInput.positionCS; output.clipPosV = vertexInput.positionCS; output.positionWS = vertexInput.positionWS; output.normalWS = TransformObjectToWorldNormal( input.normalOS ); return output; } #if defined(ASE_TESSELLATION) struct VertexControl { float4 positionOS : INTERNALTESSPOS; float3 normalOS : NORMAL; float4 ase_texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct TessellationFactors { float edge[3] : SV_TessFactor; float inside : SV_InsideTessFactor; }; VertexControl vert ( Attributes input ) { VertexControl output; UNITY_SETUP_INSTANCE_ID(input); UNITY_TRANSFER_INSTANCE_ID(input, output); output.positionOS = input.positionOS; output.normalOS = input.normalOS; output.ase_texcoord = input.ase_texcoord; return output; } TessellationFactors TessellationFunction (InputPatch input) { TessellationFactors output; 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(input[0].positionOS, input[1].positionOS, input[2].positionOS, tessValue, tessMin, tessMax, GetObjectToWorldMatrix(), _WorldSpaceCameraPos ); #elif defined(ASE_LENGTH_TESSELLATION) tf = EdgeLengthBasedTess(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams ); #elif defined(ASE_LENGTH_CULL_TESSELLATION) tf = EdgeLengthBasedTessCull(input[0].positionOS, input[1].positionOS, input[2].positionOS, edgeLength, tessMaxDisp, GetObjectToWorldMatrix(), _WorldSpaceCameraPos, _ScreenParams, unity_CameraWorldClipPlanes ); #endif output.edge[0] = tf.x; output.edge[1] = tf.y; output.edge[2] = tf.z; output.inside = tf.w; return output; } [domain("tri")] [partitioning("fractional_odd")] [outputtopology("triangle_cw")] [patchconstantfunc("TessellationFunction")] [outputcontrolpoints(3)] VertexControl HullFunction(InputPatch patch, uint id : SV_OutputControlPointID) { return patch[id]; } [domain("tri")] PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch patch, float3 bary : SV_DomainLocation) { Attributes output = (Attributes) 0; output.positionOS = patch[0].positionOS * bary.x + patch[1].positionOS * bary.y + patch[2].positionOS * bary.z; output.normalOS = patch[0].normalOS * bary.x + patch[1].normalOS * bary.y + patch[2].normalOS * bary.z; output.ase_texcoord = patch[0].ase_texcoord * bary.x + patch[1].ase_texcoord * bary.y + patch[2].ase_texcoord * bary.z; #if defined(ASE_PHONG_TESSELLATION) float3 pp[3]; for (int i = 0; i < 3; ++i) pp[i] = output.positionOS.xyz - patch[i].normalOS * (dot(output.positionOS.xyz, patch[i].normalOS) - dot(patch[i].positionOS.xyz, patch[i].normalOS)); float phongStrength = _TessPhongStrength; output.positionOS.xyz = phongStrength * (pp[0]*bary.x + pp[1]*bary.y + pp[2]*bary.z) + (1.0f-phongStrength) * output.positionOS.xyz; #endif UNITY_TRANSFER_INSTANCE_ID(patch[0], output); return VertexFunction(output); } #else PackedVaryings vert ( Attributes input ) { return VertexFunction( input ); } #endif void frag(PackedVaryings input , out half4 outNormalWS : SV_Target0 #ifdef ASE_DEPTH_WRITE_ON ,out float outputDepth : ASE_SV_DEPTH #endif #ifdef _WRITE_RENDERING_LAYERS , out float4 outRenderingLayers : SV_Target1 #endif ) { UNITY_SETUP_INSTANCE_ID(input); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX( input ); float3 WorldPosition = input.positionWS; float3 WorldNormal = input.normalWS; float4 ClipPos = input.clipPosV; float4 ScreenPos = ComputeScreenPos( input.clipPosV ); float2 texCoord23_g122 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g122 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g122 = ( texCoord2_g122 - float2( 0.5,0.5 ) ); float dotResult3_g122 = dot( temp_output_4_0_g122 , temp_output_4_0_g122 ); float temp_output_14_0_g122 = saturate( (0.0 + (min( CZY_BorderHeight , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float2 texCoord5_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 Pos6_g115 = texCoord5_g115; float mulTime195_g115 = _TimeParameters.x * 0.005; float cos194_g115 = cos( mulTime195_g115 ); float sin194_g115 = sin( mulTime195_g115 ); float2 rotator194_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos194_g115 , -sin194_g115 , sin194_g115 , cos194_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode311_g115 = tex2D( CZY_LowBorderTexture, rotator194_g115 ); float MediumBorderAlpha190_g115 = tex2DNode311_g115.a; float temp_output_140_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g122*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g122*48.2 + (-15.0 + (temp_output_14_0_g122 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g122 ) ) * MediumBorderAlpha190_g115 ); float2 texCoord23_g128 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g128 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g128 = ( texCoord2_g128 - float2( 0.5,0.5 ) ); float dotResult3_g128 = dot( temp_output_4_0_g128 , temp_output_4_0_g128 ); float temp_output_14_0_g128 = saturate( (0.0 + (min( ( CZY_BorderHeight - 0.5 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode310_g115 = tex2D( CZY_HighBorderTexture, rotator194_g115 ); float HighBorderAlpha192_g115 = tex2DNode310_g115.a; float temp_output_159_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g128*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g128*48.2 + (-15.0 + (temp_output_14_0_g128 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g128 ) ) * HighBorderAlpha192_g115 ); float borderAlpha169_g115 = saturate( ( temp_output_140_0_g115 + temp_output_159_0_g115 ) ); float2 texCoord23_g124 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g124 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g124 = ( texCoord2_g124 - float2( 0.5,0.5 ) ); float dotResult3_g124 = dot( temp_output_4_0_g124 , temp_output_4_0_g124 ); float temp_output_188_0_g115 = ( CZY_NimbusMultiplier * 0.5 ); float temp_output_14_0_g124 = saturate( (0.0 + (min( temp_output_188_0_g115 , 2.0 ) - 0.0) * (1.0 - 0.0) / (2.0 - 0.0)) ); float mulTime202_g115 = _TimeParameters.x * 0.005; float cos201_g115 = cos( mulTime202_g115 ); float sin201_g115 = sin( mulTime202_g115 ); float2 rotator201_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos201_g115 , -sin201_g115 , sin201_g115 , cos201_g115 )) + float2( 0.5,0.5 ); float4 tex2DNode312_g115 = tex2D( CZY_LowNimbusTexture, rotator201_g115 ); float lowNimbusAlpha197_g115 = tex2DNode312_g115.a; float temp_output_166_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g124*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g124*48.2 + (-15.0 + (temp_output_14_0_g124 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g124 ) ) * lowNimbusAlpha197_g115 ); float2 texCoord23_g130 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g130 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g130 = ( texCoord2_g130 - float2( 0.5,0.5 ) ); float dotResult3_g130 = dot( temp_output_4_0_g130 , temp_output_4_0_g130 ); float temp_output_14_0_g130 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.2 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode313_g115 = tex2D( CZY_MidNimbusTexture, rotator201_g115 ); float mediumNimbusAlpha199_g115 = tex2DNode313_g115.a; float temp_output_164_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g130*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g130*48.2 + (-15.0 + (temp_output_14_0_g130 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g130 ) ) * mediumNimbusAlpha199_g115 ); float2 texCoord23_g123 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g123 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g123 = ( texCoord2_g123 - float2( 0.5,0.5 ) ); float dotResult3_g123 = dot( temp_output_4_0_g123 , temp_output_4_0_g123 ); float temp_output_14_0_g123 = saturate( (0.0 + (min( ( temp_output_188_0_g115 - 0.7 ) , 0.3 ) - 0.0) * (1.0 - 0.0) / (0.3 - 0.0)) ); float4 tex2DNode314_g115 = tex2D( CZY_HighNimbusTexture, rotator201_g115 ); float HighNimbusAlpha205_g115 = tex2DNode314_g115.a; float temp_output_162_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g123*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g123*48.2 + (-15.0 + (temp_output_14_0_g123 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g123 ) ) * HighNimbusAlpha205_g115 ); float nimbusAlpha172_g115 = saturate( ( temp_output_166_0_g115 + temp_output_164_0_g115 + temp_output_162_0_g115 ) ); float2 texCoord23_g126 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g126 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g126 = ( texCoord2_g126 - float2( 0.5,0.5 ) ); float dotResult3_g126 = dot( temp_output_4_0_g126 , temp_output_4_0_g126 ); float temp_output_294_0_g115 = ( CZY_CumulusCoverageMultiplier * 1.0 ); float temp_output_14_0_g126 = saturate( (0.0 + (min( temp_output_294_0_g115 , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float mulTime212_g115 = _TimeParameters.x * ( 0.001 * CZY_WindSpeed ); float TIme213_g115 = mulTime212_g115; float2 cloudPosition211_g115 = (Pos6_g115*( 18.0 / CZY_MainCloudScale ) + ( TIme213_g115 * float2( 0.2,-0.4 ) )); float4 tex2DNode319_g115 = tex2D( CZY_PartlyCloudyTexture, cloudPosition211_g115 ); float PartlyCloudyAlpha219_g115 = tex2DNode319_g115.a; float temp_output_249_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g126*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g126*48.2 + (-15.0 + (temp_output_14_0_g126 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g126 ) ) * PartlyCloudyAlpha219_g115 ); float2 texCoord23_g125 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g125 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g125 = ( texCoord2_g125 - float2( 0.5,0.5 ) ); float dotResult3_g125 = dot( temp_output_4_0_g125 , temp_output_4_0_g125 ); float temp_output_14_0_g125 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.3 ) , 0.2 ) - 0.0) * (1.0 - 0.0) / (0.2 - 0.0)) ); float4 tex2DNode308_g115 = tex2D( CZY_MostlyCloudyTexture, cloudPosition211_g115 ); float MostlyCloudyAlpha221_g115 = tex2DNode308_g115.a; float temp_output_226_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g125*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g125*48.2 + (-15.0 + (temp_output_14_0_g125 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g125 ) ) * MostlyCloudyAlpha221_g115 ); float2 texCoord23_g129 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g129 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g129 = ( texCoord2_g129 - float2( 0.5,0.5 ) ); float dotResult3_g129 = dot( temp_output_4_0_g129 , temp_output_4_0_g129 ); float temp_output_14_0_g129 = saturate( (0.0 + (min( ( temp_output_294_0_g115 - 0.7 ) , 0.35 ) - 0.0) * (1.0 - 0.0) / (0.35 - 0.0)) ); float4 tex2DNode309_g115 = tex2D( CZY_OvercastTexture, cloudPosition211_g115 ); float OvercastCloudyAlpha224_g115 = tex2DNode309_g115.a; float temp_output_231_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g129*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g129*48.2 + (-15.0 + (temp_output_14_0_g129 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g129 ) ) * OvercastCloudyAlpha224_g115 ); float cumulusAlpha232_g115 = saturate( ( temp_output_249_0_g115 + temp_output_226_0_g115 + temp_output_231_0_g115 ) ); float mulTime33_g115 = _TimeParameters.x * 0.01; float simplePerlin2D40_g115 = snoise( (Pos6_g115*1.0 + mulTime33_g115)*2.0 ); float mulTime31_g115 = _TimeParameters.x * CZY_ChemtrailsMoveSpeed; float cos32_g115 = cos( ( mulTime31_g115 * 0.01 ) ); float sin32_g115 = sin( ( mulTime31_g115 * 0.01 ) ); float2 rotator32_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos32_g115 , -sin32_g115 , sin32_g115 , cos32_g115 )) + float2( 0.5,0.5 ); float cos39_g115 = cos( ( mulTime31_g115 * -0.02 ) ); float sin39_g115 = sin( ( mulTime31_g115 * -0.02 ) ); float2 rotator39_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos39_g115 , -sin39_g115 , sin39_g115 , cos39_g115 )) + float2( 0.5,0.5 ); float mulTime29_g115 = _TimeParameters.x * 0.01; float simplePerlin2D41_g115 = snoise( (Pos6_g115*1.0 + mulTime29_g115)*4.0 ); float4 ChemtrailsPattern46_g115 = ( ( saturate( simplePerlin2D40_g115 ) * tex2D( CZY_ChemtrailsTexture, (rotator32_g115*0.5 + 0.0) ) ) + ( tex2D( CZY_ChemtrailsTexture, rotator39_g115 ) * saturate( simplePerlin2D41_g115 ) ) ); float2 texCoord23_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_24_0_g115 = ( texCoord23_g115 - float2( 0.5,0.5 ) ); float dotResult26_g115 = dot( temp_output_24_0_g115 , temp_output_24_0_g115 ); float2 texCoord23_g119 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g119 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g119 = ( texCoord2_g119 - float2( 0.5,0.5 ) ); float dotResult3_g119 = dot( temp_output_4_0_g119 , temp_output_4_0_g119 ); float temp_output_14_0_g119 = ( CZY_ChemtrailsMultiplier * 0.5 ); float3 appendResult58_g115 = (float3(( ChemtrailsPattern46_g115 * saturate( (0.4 + (dotResult26_g115 - 0.0) * (2.0 - 0.4) / (0.1 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g119*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g119*48.2 + (-15.0 + (temp_output_14_0_g119 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g119 ) ) ).rgb)); float temp_output_59_0_g115 = length( appendResult58_g115 ); float ChemtrailsAlpha61_g115 = temp_output_59_0_g115; float mulTime64_g115 = _TimeParameters.x * 0.01; float simplePerlin2D76_g115 = snoise( (Pos6_g115*1.0 + mulTime64_g115)*2.0 ); float mulTime62_g115 = _TimeParameters.x * CZY_CirrusMoveSpeed; float cos70_g115 = cos( ( mulTime62_g115 * 0.01 ) ); float sin70_g115 = sin( ( mulTime62_g115 * 0.01 ) ); float2 rotator70_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos70_g115 , -sin70_g115 , sin70_g115 , cos70_g115 )) + float2( 0.5,0.5 ); float cos72_g115 = cos( ( mulTime62_g115 * -0.02 ) ); float sin72_g115 = sin( ( mulTime62_g115 * -0.02 ) ); float2 rotator72_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos72_g115 , -sin72_g115 , sin72_g115 , cos72_g115 )) + float2( 0.5,0.5 ); float mulTime78_g115 = _TimeParameters.x * 0.01; float simplePerlin2D75_g115 = snoise( (Pos6_g115*1.0 + mulTime78_g115) ); simplePerlin2D75_g115 = simplePerlin2D75_g115*0.5 + 0.5; float4 CirrusPattern79_g115 = ( ( saturate( simplePerlin2D76_g115 ) * tex2D( CZY_CirrusTexture, (rotator70_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrusTexture, (rotator72_g115*1.0 + 0.0) ) * saturate( simplePerlin2D75_g115 ) ) ); float2 texCoord77_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_84_0_g115 = ( texCoord77_g115 - float2( 0.5,0.5 ) ); float dotResult81_g115 = dot( temp_output_84_0_g115 , temp_output_84_0_g115 ); float2 texCoord23_g120 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g120 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g120 = ( texCoord2_g120 - float2( 0.5,0.5 ) ); float dotResult3_g120 = dot( temp_output_4_0_g120 , temp_output_4_0_g120 ); float temp_output_14_0_g120 = ( CZY_CirrusMultiplier * 0.5 ); float3 appendResult95_g115 = (float3(( CirrusPattern79_g115 * saturate( (0.0 + (dotResult81_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g120*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g120*48.2 + (-15.0 + (temp_output_14_0_g120 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g120 ) ) ).rgb)); float temp_output_94_0_g115 = length( appendResult95_g115 ); float CirrusAlpha97_g115 = temp_output_94_0_g115; float2 texCoord23_g127 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g127 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g127 = ( texCoord2_g127 - float2( 0.5,0.5 ) ); float dotResult3_g127 = dot( temp_output_4_0_g127 , temp_output_4_0_g127 ); float temp_output_14_0_g127 = CZY_AltocumulusMultiplier; float4 tex2DNode315_g115 = tex2D( CZY_AltocumulusTexture, cloudPosition211_g115 ); float altocumulusAlpha217_g115 = tex2DNode315_g115.a; float temp_output_253_0_g115 = ( saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g127*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g127*48.2 + (-15.0 + (temp_output_14_0_g127 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g127 ) ) * altocumulusAlpha217_g115 ); float finalAcAlpha286_g115 = temp_output_253_0_g115; float mulTime104_g115 = _TimeParameters.x * 0.01; float simplePerlin2D116_g115 = snoise( (Pos6_g115*1.0 + mulTime104_g115)*2.0 ); float mulTime102_g115 = _TimeParameters.x * CZY_CirrostratusMoveSpeed; float cos110_g115 = cos( ( mulTime102_g115 * 0.01 ) ); float sin110_g115 = sin( ( mulTime102_g115 * 0.01 ) ); float2 rotator110_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos110_g115 , -sin110_g115 , sin110_g115 , cos110_g115 )) + float2( 0.5,0.5 ); float cos112_g115 = cos( ( mulTime102_g115 * -0.02 ) ); float sin112_g115 = sin( ( mulTime102_g115 * -0.02 ) ); float2 rotator112_g115 = mul( Pos6_g115 - float2( 0.5,0.5 ) , float2x2( cos112_g115 , -sin112_g115 , sin112_g115 , cos112_g115 )) + float2( 0.5,0.5 ); float mulTime118_g115 = _TimeParameters.x * 0.01; float simplePerlin2D115_g115 = snoise( (Pos6_g115*1.0 + mulTime118_g115) ); simplePerlin2D115_g115 = simplePerlin2D115_g115*0.5 + 0.5; float4 CirrostratusPattern134_g115 = ( ( saturate( simplePerlin2D116_g115 ) * tex2D( CZY_CirrostratusTexture, (rotator110_g115*1.5 + 0.75) ) ) + ( tex2D( CZY_CirrostratusTexture, (rotator112_g115*1.0 + 0.0) ) * saturate( simplePerlin2D115_g115 ) ) ); float2 texCoord117_g115 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_123_0_g115 = ( texCoord117_g115 - float2( 0.5,0.5 ) ); float dotResult120_g115 = dot( temp_output_123_0_g115 , temp_output_123_0_g115 ); float2 texCoord23_g121 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 texCoord2_g121 = input.ase_texcoord3.xy * float2( 1,1 ) + float2( 0,0 ); float2 temp_output_4_0_g121 = ( texCoord2_g121 - float2( 0.5,0.5 ) ); float dotResult3_g121 = dot( temp_output_4_0_g121 , temp_output_4_0_g121 ); float temp_output_14_0_g121 = ( CZY_CirrostratusMultiplier * 0.5 ); float3 appendResult131_g115 = (float3(( CirrostratusPattern134_g115 * saturate( (0.0 + (dotResult120_g115 - 0.0) * (2.0 - 0.0) / (0.2 - 0.0)) ) * saturate( ( ( (-1.0 + (tex2D( CZY_LuxuryVariationTexture, (texCoord23_g121*10.0 + 0.0) ).r - 0.0) * (1.0 - -1.0) / (1.0 - 0.0)) + (dotResult3_g121*48.2 + (-15.0 + (temp_output_14_0_g121 - 0.0) * (1.0 - -15.0) / (1.0 - 0.0))) ) + temp_output_14_0_g121 ) ) ).rgb)); float temp_output_130_0_g115 = length( appendResult131_g115 ); float CirrostratusAlpha136_g115 = temp_output_130_0_g115; float cloudAlpha278_g115 = ( borderAlpha169_g115 + nimbusAlpha172_g115 + cumulusAlpha232_g115 + ChemtrailsAlpha61_g115 + CirrusAlpha97_g115 + finalAcAlpha286_g115 + CirrostratusAlpha136_g115 ); bool enabled20_g118 =(bool)_UnderwaterRenderingEnabled; bool submerged20_g118 =(bool)_FullySubmerged; float4 ase_positionSSNorm = ScreenPos / ScreenPos.w; ase_positionSSNorm.z = ( UNITY_NEAR_CLIP_VALUE >= 0 ) ? ase_positionSSNorm.z : ase_positionSSNorm.z * 0.5 + 0.5; float textureSample20_g118 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r; float localHLSL20_g118 = HLSL20_g118( enabled20_g118 , submerged20_g118 , textureSample20_g118 ); float Alpha = ( saturate( ( cloudAlpha278_g115 + ( 0.0 * 2.0 * CZY_CloudThickness ) ) ) * ( 1.0 - localHLSL20_g118 ) ); float AlphaClipThreshold = 0.5; #ifdef ASE_DEPTH_WRITE_ON float DepthValue = input.positionCS.z; #endif #ifdef _ALPHATEST_ON clip(Alpha - AlphaClipThreshold); #endif #if defined(LOD_FADE_CROSSFADE) LODFadeCrossFade( input.positionCS ); #endif #ifdef ASE_DEPTH_WRITE_ON outputDepth = DepthValue; #endif #if defined(_GBUFFER_NORMALS_OCT) float3 normalWS = normalize(input.normalWS); float2 octNormalWS = PackNormalOctQuadEncode(normalWS); float2 remappedOctNormalWS = saturate(octNormalWS * 0.5 + 0.5); half3 packedNormalWS = PackFloat2To888(remappedOctNormalWS); outNormalWS = half4(packedNormalWS, 0.0); #else float3 normalWS = input.normalWS; outNormalWS = half4(NormalizeNormalPerPixel(normalWS), 0.0); #endif #ifdef _WRITE_RENDERING_LAYERS uint renderingLayers = GetMeshRenderingLayer(); outRenderingLayers = float4(EncodeMeshRenderingLayer(renderingLayers), 0, 0, 0); #endif } ENDHLSL } } CustomEditor "DistantLands.Cozy.EditorScripts.EmptyShaderGUI" FallBack "Hidden/Shader Graph/FallbackError" Fallback "Hidden/InternalErrorShader" } /*ASEBEGIN Version=19801 Node;AmplifyShaderEditor.FunctionNode;1659;2512,-4336;Inherit;False;Stylized Clouds (Luxury);0;;115;20d558f0b20b5f34db2c08faef3f114d;0;0;3;COLOR;0;FLOAT;334;FLOAT;333 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