2198 lines
85 KiB
GLSL
2198 lines
85 KiB
GLSL
// Made with Amplify Shader Editor v1.9.8.1
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// Available at the Unity Asset Store - http://u3d.as/y3X
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Shader "Distant Lands/Cozy/URP/Stylized Sky Desktop"
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{
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Properties
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{
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[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
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[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
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_TextureSample7("Texture Sample 7", 2D) = "white" {}
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_TextureSample8("Texture Sample 8", 2D) = "white" {}
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_LightColumns1("Light Columns", 2D) = "white" {}
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//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
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//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
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//_TessMin( "Tess Min Distance", Float ) = 10
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//_TessMax( "Tess Max Distance", Float ) = 25
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//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
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//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
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[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
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[HideInInspector] _QueueControl("_QueueControl", Float) = -1
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[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
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[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
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[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
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}
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SubShader
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{
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LOD 0
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Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-99" "UniversalMaterialType"="Unlit" }
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Cull Front
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AlphaToMask Off
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Stencil
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{
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Ref 221
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Comp Always
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Pass Zero
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Fail Keep
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ZFail Keep
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}
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HLSLINCLUDE
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#pragma target 3.0
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#pragma prefer_hlslcc gles
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// ensure rendering platforms toggle list is visible
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
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#ifndef ASE_TESS_FUNCS
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#define ASE_TESS_FUNCS
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float4 FixedTess( float tessValue )
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{
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return tessValue;
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}
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float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
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{
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float3 wpos = mul(o2w,vertex).xyz;
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float dist = distance (wpos, cameraPos);
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float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
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return f;
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}
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float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
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{
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float4 tess;
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tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
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tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
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tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
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tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
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return tess;
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}
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float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
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{
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float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
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float len = distance(wpos0, wpos1);
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float f = max(len * scParams.y / (edgeLen * dist), 1.0);
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return f;
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}
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float DistanceFromPlane (float3 pos, float4 plane)
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{
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float d = dot (float4(pos,1.0f), plane);
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return d;
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}
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bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
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{
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float4 planeTest;
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planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
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planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
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(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
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return !all (planeTest);
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}
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float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
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{
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float3 f;
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f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
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f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
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f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
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return CalcTriEdgeTessFactors (f);
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}
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float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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return tess;
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}
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float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
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{
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float3 pos0 = mul(o2w,v0).xyz;
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float3 pos1 = mul(o2w,v1).xyz;
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float3 pos2 = mul(o2w,v2).xyz;
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float4 tess;
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if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
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{
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tess = 0.0f;
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}
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else
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{
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tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
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tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
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tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
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tess.w = (tess.x + tess.y + tess.z) / 3.0f;
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}
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return tess;
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}
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#endif //ASE_TESS_FUNCS
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ENDHLSL
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Pass
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{
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Name "Forward"
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Tags { "LightMode"="UniversalForward" }
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Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
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ZWrite Off
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ZTest LEqual
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Offset 0 , 0
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ColorMask RGBA
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HLSLPROGRAM
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#pragma multi_compile_fragment _ALPHATEST_ON
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#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
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#pragma multi_compile_instancing
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#pragma instancing_options renderinglayer
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#define _SURFACE_TYPE_TRANSPARENT 1
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#define ASE_VERSION 19801
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#define ASE_SRP_VERSION 140010
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#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
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#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
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#pragma multi_compile _ DIRLIGHTMAP_COMBINED
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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#pragma vertex vert
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#pragma fragment frag
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#define SHADERPASS SHADERPASS_UNLIT
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
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#endif
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#if ASE_SRP_VERSION >=140007
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#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
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#if ASE_SRP_VERSION >=140010
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#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
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#endif
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
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#if defined(LOD_FADE_CROSSFADE)
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
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#endif
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#define ASE_NEEDS_FRAG_WORLD_POSITION
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#define ASE_NEEDS_FRAG_SCREEN_POSITION
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#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
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#define ASE_SV_DEPTH SV_DepthLessEqual
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#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
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#else
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#define ASE_SV_DEPTH SV_Depth
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#define ASE_SV_POSITION_QUALIFIERS
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#endif
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struct Attributes
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{
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float4 positionOS : POSITION;
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float3 normalOS : NORMAL;
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float4 texcoord : TEXCOORD0;
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float4 texcoord1 : TEXCOORD1;
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float4 texcoord2 : TEXCOORD2;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct PackedVaryings
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{
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ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
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float4 clipPosV : TEXCOORD0;
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float3 positionWS : TEXCOORD1;
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#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
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half4 fogFactorAndVertexLight : TEXCOORD2;
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#endif
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#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
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float4 shadowCoord : TEXCOORD3;
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#endif
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#if defined(LIGHTMAP_ON)
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float4 lightmapUVOrVertexSH : TEXCOORD4;
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
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float2 dynamicLightmapUV : TEXCOORD5;
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#endif
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float4 ase_texcoord6 : TEXCOORD6;
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float4 ase_texcoord7 : TEXCOORD7;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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};
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CBUFFER_START(UnityPerMaterial)
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#ifdef ASE_TESSELLATION
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float _TessPhongStrength;
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float _TessValue;
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float _TessMin;
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float _TessMax;
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float _TessEdgeLength;
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float _TessMaxDisp;
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#endif
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CBUFFER_END
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float4 CZY_StarColor;
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samplerCUBE CZY_StarDomeTexture;
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float CZY_DayPercentage;
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float CZY_YearPercentage;
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float4 CZY_SunDirectionParams;
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samplerCUBE CZY_ConstellationDomeTexture;
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float CZY_ConstellationIntensity;
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samplerCUBE CZY_GalaxyDomeTexture;
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float4 CZY_GalaxyColor1;
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sampler2D CZY_GalaxyVariationMap;
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sampler2D _TextureSample7;
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sampler2D _TextureSample8;
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float4 CZY_GalaxyColor2;
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float4 CZY_GalaxyColor3;
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float CZY_GalaxyMultiplier;
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sampler2D CZY_LightColumnsTexture;
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float CZY_LightColumnsPosition;
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float CZY_LightColumnsHeight;
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sampler2D _LightColumns1;
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float4 CZY_LightColumnColor;
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sampler2D CZY_RainbowTexture;
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float3 CZY_SunDirection;
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float CZY_RainbowSize;
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float CZY_RainbowWidth;
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float CZY_RainbowIntensity;
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float4 CZY_HorizonColor;
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float CZY_FilterSaturation;
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float CZY_FilterValue;
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float4 CZY_FilterColor;
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float4 CZY_ZenithColor;
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float CZY_Power;
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float CZY_SunHaloFalloff;
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float4 CZY_SunHaloColor;
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float4 CZY_SunFilterColor;
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float4 CZY_SunColor;
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float CZY_SunSize;
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float3 CZY_EclipseDirection;
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float3 CZY_MoonDirection;
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float CZY_MoonFlareFalloff;
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float4 CZY_MoonFlareColor;
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float4 CZY_LightColor;
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float4 CZY_FogColor5;
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float CZY_LightFlareSquish;
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half CZY_LightIntensity;
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half CZY_LightFalloff;
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float4 CZY_FogMoonFlareColor;
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float CZY_SkyFogAmount;
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float CZY_FogSmoothness;
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float CZY_FogOffset;
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float CZY_FogIntensity;
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float _UnderwaterRenderingEnabled;
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float _FullySubmerged;
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sampler2D _UnderwaterMask;
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float3 RotateAroundAxis( float3 center, float3 original, float3 u, float angle )
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{
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original -= center;
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float C = cos( angle );
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float S = sin( angle );
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float t = 1 - C;
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float m00 = t * u.x * u.x + C;
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float m01 = t * u.x * u.y - S * u.z;
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float m02 = t * u.x * u.z + S * u.y;
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float m10 = t * u.x * u.y + S * u.z;
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float m11 = t * u.y * u.y + C;
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float m12 = t * u.y * u.z - S * u.x;
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float m20 = t * u.x * u.z - S * u.y;
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float m21 = t * u.y * u.z + S * u.x;
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float m22 = t * u.z * u.z + C;
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float3x3 finalMatrix = float3x3( m00, m01, m02, m10, m11, m12, m20, m21, m22 );
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return mul( finalMatrix, original ) + center;
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}
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float3 HSVToRGB( float3 c )
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{
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float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
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float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
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return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
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}
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float3 RGBToHSV(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
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float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
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float d = q.x - min( q.w, q.y );
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float e = 1.0e-10;
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return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float HLSL20_g154( bool enabled, bool submerged, float textureSample )
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{
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if(enabled)
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{
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if(submerged) return 1.0;
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else return textureSample;
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}
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else
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{
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return 0.0;
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}
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}
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PackedVaryings VertexFunction( Attributes input )
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{
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PackedVaryings output = (PackedVaryings)0;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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output.ase_texcoord6 = input.positionOS;
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output.ase_texcoord7.xyz = input.texcoord.xyz;
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//setting value to unused interpolator channels and avoid initialization warnings
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output.ase_texcoord7.w = 0;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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float3 defaultVertexValue = input.positionOS.xyz;
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#else
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float3 defaultVertexValue = float3(0, 0, 0);
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#endif
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float3 vertexValue = defaultVertexValue;
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#ifdef ASE_ABSOLUTE_VERTEX_POS
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input.positionOS.xyz = vertexValue;
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#else
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input.positionOS.xyz += vertexValue;
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#endif
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input.normalOS = input.normalOS;
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VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
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#if defined(LIGHTMAP_ON)
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OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
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#endif
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#if defined(DYNAMICLIGHTMAP_ON)
|
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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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
|
|
float celestialPosition291_g148 = ( ( CZY_DayPercentage + CZY_YearPercentage ) * 2.0 * PI );
|
|
float sunPitch305_g148 = radians( ( CZY_SunDirectionParams.y + -90.0 ) );
|
|
float sunDirection302_g148 = radians( CZY_SunDirectionParams.x );
|
|
float3 normalizeResult397_g148 = normalize( input.ase_texcoord6.xyz );
|
|
float3 appendResult395_g148 = (float3(normalizeResult397_g148));
|
|
float3 rotatedValue310_g148 = RotateAroundAxis( float3( 0,0,0 ), appendResult395_g148, float3( 0,-1,0 ), sunDirection302_g148 );
|
|
float3 rotatedValue307_g148 = RotateAroundAxis( float3( 0,0,0 ), rotatedValue310_g148, float3( 0,0,1 ), sunPitch305_g148 );
|
|
float3 rotatedValue312_g148 = RotateAroundAxis( float3( 0,0,0 ), rotatedValue307_g148, float3( 0,1,0 ), celestialPosition291_g148 );
|
|
float3 UV313_g148 = rotatedValue312_g148;
|
|
float4 finalStars327_g148 = ( CZY_StarColor * float4( ( texCUBE( CZY_StarDomeTexture, UV313_g148 ).rgb + ( texCUBE( CZY_ConstellationDomeTexture, UV313_g148 ).rgb * float3( 0.1,0.1,0.1 ) * CZY_ConstellationIntensity ) ) , 0.0 ) );
|
|
float2 texCoord299_g148 = input.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 Pos300_g148 = texCoord299_g148;
|
|
float cos265_g148 = cos( 0.002 * _Time.y );
|
|
float sin265_g148 = sin( 0.002 * _Time.y );
|
|
float2 rotator265_g148 = mul( Pos300_g148 - float2( 0.5,0.5 ) , float2x2( cos265_g148 , -sin265_g148 , sin265_g148 , cos265_g148 )) + float2( 0.5,0.5 );
|
|
float cos264_g148 = cos( 0.004 * _Time.y );
|
|
float sin264_g148 = sin( 0.004 * _Time.y );
|
|
float2 rotator264_g148 = mul( Pos300_g148 - float2( 0.5,0.5 ) , float2x2( cos264_g148 , -sin264_g148 , sin264_g148 , cos264_g148 )) + float2( 0.5,0.5 );
|
|
float cos263_g148 = cos( 0.001 * _Time.y );
|
|
float sin263_g148 = sin( 0.001 * _Time.y );
|
|
float2 rotator263_g148 = mul( Pos300_g148 - float2( 0.5,0.5 ) , float2x2( cos263_g148 , -sin263_g148 , sin263_g148 , cos263_g148 )) + float2( 0.5,0.5 );
|
|
float4 appendResult260_g148 = (float4(tex2D( CZY_GalaxyVariationMap, (rotator265_g148*10.0 + 0.0) ).r , tex2D( _TextureSample7, (rotator264_g148*8.0 + 2.04) ).r , tex2D( _TextureSample8, (rotator263_g148*6.0 + 2.04) ).r , 1.0));
|
|
float4 galaxyPlacement316_g148 = appendResult260_g148;
|
|
float4 break269_g148 = galaxyPlacement316_g148;
|
|
float4 galaxyColoring314_g148 = ( ( CZY_GalaxyColor1 * break269_g148.r ) + ( CZY_GalaxyColor2 * break269_g148.g ) + ( CZY_GalaxyColor3 * break269_g148.b ) );
|
|
float4 finalGalaxyColoring320_g148 = ( texCUBE( CZY_GalaxyDomeTexture, UV313_g148 ) * galaxyColoring314_g148 * CZY_GalaxyMultiplier );
|
|
float3 worldPosition399_g148 = appendResult395_g148;
|
|
float3 break450_g148 = worldPosition399_g148;
|
|
float temp_output_414_0_g148 = ( ( atan2( break450_g148.x , break450_g148.z ) / TWO_PI ) + 0.5 );
|
|
float temp_output_455_0_g148 = ( ( ( 1.0 - CZY_LightColumnsHeight ) * 3.0 ) + 1.0 );
|
|
float temp_output_402_0_g148 = (0.0 + (( ( break450_g148.y + -CZY_LightColumnsPosition ) * pow( temp_output_455_0_g148 , temp_output_455_0_g148 ) ) - -1.0) * (1.0 - 0.0) / (1.0 - -1.0));
|
|
float temp_output_400_0_g148 = (( temp_output_402_0_g148 >= 0.0 && temp_output_402_0_g148 <= 1.0 ) ? temp_output_402_0_g148 : 0.0 );
|
|
float2 appendResult406_g148 = (float2(temp_output_414_0_g148 , temp_output_400_0_g148));
|
|
float mulTime413_g148 = _TimeParameters.x * 0.005;
|
|
float2 appendResult407_g148 = (float2(( ( temp_output_414_0_g148 + mulTime413_g148 ) * 1.5 ) , temp_output_400_0_g148));
|
|
float4 finalLightColumns411_g148 = ( float4( min( tex2D( CZY_LightColumnsTexture, appendResult406_g148 ).rgb , tex2D( _LightColumns1, appendResult407_g148 ).rgb ) , 0.0 ) * CZY_LightColumnColor );
|
|
float3 normalizeResult336_g148 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float dotResult337_g148 = dot( normalizeResult336_g148 , CZY_SunDirection );
|
|
float SunDot381_g148 = dotResult337_g148;
|
|
float temp_output_417_0_g148 = ( 1.0 - SunDot381_g148 );
|
|
float temp_output_418_0_g148 = ( CZY_RainbowSize * 0.01 );
|
|
float temp_output_420_0_g148 = ( temp_output_418_0_g148 + ( CZY_RainbowWidth * 0.01 ) );
|
|
float temp_output_419_0_g148 = (0.0 + (temp_output_417_0_g148 - temp_output_418_0_g148) * (1.0 - 0.0) / (temp_output_420_0_g148 - temp_output_418_0_g148));
|
|
float2 temp_cast_2 = (temp_output_419_0_g148).xx;
|
|
float4 finalRainbow428_g148 = ( tex2D( CZY_RainbowTexture, temp_cast_2 ) * ( ( temp_output_417_0_g148 < temp_output_418_0_g148 ? 0.0 : 1.0 ) * ( temp_output_417_0_g148 > temp_output_420_0_g148 ? 0.0 : 1.0 ) ) * CZY_RainbowIntensity * saturate( sin( ( temp_output_419_0_g148 * PI ) ) ) );
|
|
float3 hsvTorgb2_g150 = RGBToHSV( CZY_HorizonColor.rgb );
|
|
float3 hsvTorgb3_g150 = HSVToRGB( float3(hsvTorgb2_g150.x,saturate( ( hsvTorgb2_g150.y + CZY_FilterSaturation ) ),( hsvTorgb2_g150.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g150 = ( float4( hsvTorgb3_g150 , 0.0 ) * CZY_FilterColor );
|
|
float4 HorizonColor296_g148 = temp_output_10_0_g150;
|
|
float3 hsvTorgb2_g149 = RGBToHSV( CZY_ZenithColor.rgb );
|
|
float3 hsvTorgb3_g149 = HSVToRGB( float3(hsvTorgb2_g149.x,saturate( ( hsvTorgb2_g149.y + CZY_FilterSaturation ) ),( hsvTorgb2_g149.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g149 = ( float4( hsvTorgb3_g149 , 0.0 ) * CZY_FilterColor );
|
|
float4 ZenithColor293_g148 = temp_output_10_0_g149;
|
|
float2 texCoord256_g148 = input.ase_texcoord7.xyz.xy * float2( 1,1 ) + float2( 0,0 );
|
|
float2 temp_output_257_0_g148 = ( texCoord256_g148 - float2( 0.5,0.5 ) );
|
|
float dotResult259_g148 = dot( temp_output_257_0_g148 , temp_output_257_0_g148 );
|
|
float SimpleGradient258_g148 = dotResult259_g148;
|
|
float GradientPos283_g148 = ( 1.0 - saturate( pow( saturate( (0.0 + (SimpleGradient258_g148 - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)) ) , CZY_Power ) ) );
|
|
float4 lerpResult433_g148 = lerp( HorizonColor296_g148 , ZenithColor293_g148 , GradientPos283_g148);
|
|
float4 SimpleSkyGradient437_g148 = lerpResult433_g148;
|
|
float3 hsvTorgb2_g152 = RGBToHSV( CZY_SunHaloColor.rgb );
|
|
float3 hsvTorgb3_g152 = HSVToRGB( float3(hsvTorgb2_g152.x,saturate( ( hsvTorgb2_g152.y + CZY_FilterSaturation ) ),( hsvTorgb2_g152.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g152 = ( float4( hsvTorgb3_g152 , 0.0 ) * CZY_FilterColor );
|
|
half4 SunFlare342_g148 = abs( ( saturate( pow( saturate( (SunDot381_g148*0.5 + 0.4) ) , ( ( CZY_SunHaloFalloff * 40.0 ) + 5.0 ) ) ) * ( temp_output_10_0_g152 * CZY_SunFilterColor ) ) );
|
|
float3 hsvTorgb2_g153 = RGBToHSV( CZY_SunColor.rgb );
|
|
float3 hsvTorgb3_g153 = HSVToRGB( float3(hsvTorgb2_g153.x,saturate( ( hsvTorgb2_g153.y + CZY_FilterSaturation ) ),( hsvTorgb2_g153.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g153 = ( float4( hsvTorgb3_g153 , 0.0 ) * CZY_FilterColor );
|
|
float3 normalizeResult374_g148 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float dotResult375_g148 = dot( normalizeResult374_g148 , CZY_EclipseDirection );
|
|
float EclipseDot378_g148 = dotResult375_g148;
|
|
float eclipse389_g148 = ( ( 1.0 - EclipseDot378_g148 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0006 ) ? 0.0 : 1.0 );
|
|
float4 SunRender363_g148 = ( ( temp_output_10_0_g153 * CZY_SunFilterColor ) * saturate( ( ( ( 1.0 - SunDot381_g148 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0007 ) ? 0.0 : 1.0 ) - eclipse389_g148 ) ) );
|
|
float3 normalizeResult368_g148 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float dotResult369_g148 = dot( normalizeResult368_g148 , CZY_MoonDirection );
|
|
float MoonDot380_g148 = dotResult369_g148;
|
|
float3 hsvTorgb2_g151 = RGBToHSV( CZY_MoonFlareColor.rgb );
|
|
float3 hsvTorgb3_g151 = HSVToRGB( float3(hsvTorgb2_g151.x,saturate( ( hsvTorgb2_g151.y + CZY_FilterSaturation ) ),( hsvTorgb2_g151.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g151 = ( float4( hsvTorgb3_g151 , 0.0 ) * CZY_FilterColor );
|
|
half4 MoonFlare335_g148 = abs( ( saturate( pow( saturate( (MoonDot380_g148*0.5 + 0.4) ) , ( ( CZY_MoonFlareFalloff * 20.0 ) + 5.0 ) ) ) * temp_output_10_0_g151 ) );
|
|
float3 hsvTorgb69_g145 = RGBToHSV( CZY_FogColor5.rgb );
|
|
float3 normalizeResult54_g145 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
|
|
float3 temp_output_56_0_g145 = ( normalizeResult54_g145 * _ProjectionParams.z );
|
|
float3 appendResult25_g145 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
|
|
float3 normalizeResult13_g145 = normalize( ( ( temp_output_56_0_g145 * appendResult25_g145 ) - _WorldSpaceCameraPos ) );
|
|
float dotResult16_g145 = dot( normalizeResult13_g145 , CZY_SunDirection );
|
|
half LightMask35_g145 = saturate( pow( abs( ( (dotResult16_g145*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
|
|
float temp_output_91_0_g145 = 1.0;
|
|
float3 hsvTorgb2_g147 = RGBToHSV( ( CZY_LightColor * hsvTorgb69_g145.z * saturate( ( LightMask35_g145 * ( 1.5 * CZY_FogColor5.a ) * temp_output_91_0_g145 ) ) ).rgb );
|
|
float3 hsvTorgb3_g147 = HSVToRGB( float3(hsvTorgb2_g147.x,saturate( ( hsvTorgb2_g147.y + CZY_FilterSaturation ) ),( hsvTorgb2_g147.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g147 = ( float4( hsvTorgb3_g147 , 0.0 ) * CZY_FilterColor );
|
|
float3 direction88_g145 = ( temp_output_56_0_g145 - _WorldSpaceCameraPos );
|
|
float3 normalizeResult32_g145 = normalize( direction88_g145 );
|
|
float3 normalizeResult30_g145 = normalize( CZY_MoonDirection );
|
|
float dotResult28_g145 = dot( normalizeResult32_g145 , normalizeResult30_g145 );
|
|
half MoonMask18_g145 = saturate( pow( abs( ( saturate( (dotResult28_g145*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
|
|
float3 hsvTorgb2_g146 = RGBToHSV( ( CZY_FogColor5 + ( hsvTorgb69_g145.z * saturate( ( CZY_FogColor5.a * MoonMask18_g145 * temp_output_91_0_g145 ) ) * CZY_FogMoonFlareColor ) ).rgb );
|
|
float3 hsvTorgb3_g146 = HSVToRGB( float3(hsvTorgb2_g146.x,saturate( ( hsvTorgb2_g146.y + CZY_FilterSaturation ) ),( hsvTorgb2_g146.z + CZY_FilterValue )) );
|
|
float4 temp_output_10_0_g146 = ( float4( hsvTorgb3_g146 , 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_g145 = ( CZY_SkyFogAmount * saturate( ( ( 1.0 - saturate( ( ( ( direction88_g145.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
|
|
float4 lerpResult90_g145 = lerp( ( finalStars327_g148 + finalGalaxyColoring320_g148 + finalLightColumns411_g148 + finalRainbow428_g148 + SimpleSkyGradient437_g148 + SunFlare342_g148 + SunRender363_g148 + MoonFlare335_g148 ) , ( ( temp_output_10_0_g147 * CZY_SunFilterColor ) + temp_output_10_0_g146 ) , temp_output_34_0_g145);
|
|
|
|
bool enabled20_g154 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g154 =(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_g154 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g154 = HLSL20_g154( enabled20_g154 , submerged20_g154 , textureSample20_g154 );
|
|
|
|
float3 BakedAlbedo = 0;
|
|
float3 BakedEmission = 0;
|
|
float3 Color = lerpResult90_g145.rgb;
|
|
float Alpha = ( 1.0 - localHLSL20_g154 );
|
|
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 "ShadowCaster"
|
|
Tags { "LightMode"="ShadowCaster" }
|
|
|
|
ZWrite On
|
|
ZTest LEqual
|
|
AlphaToMask Off
|
|
ColorMask 0
|
|
|
|
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_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
|
|
#pragma vertex vert
|
|
#pragma fragment frag
|
|
|
|
#define SHADERPASS SHADERPASS_SHADOWCASTER
|
|
|
|
|
|
#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;
|
|
|
|
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
|
|
|
|
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
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float HLSL20_g154( bool enabled, bool submerged, float textureSample )
|
|
{
|
|
if(enabled)
|
|
{
|
|
if(submerged) return 1.0;
|
|
else return textureSample;
|
|
}
|
|
else
|
|
{
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
|
|
float3 _LightDirection;
|
|
float3 _LightPosition;
|
|
|
|
PackedVaryings VertexFunction( Attributes input )
|
|
{
|
|
PackedVaryings output;
|
|
UNITY_SETUP_INSTANCE_ID(input);
|
|
UNITY_TRANSFER_INSTANCE_ID(input, output);
|
|
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO( output );
|
|
|
|
|
|
|
|
#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 );
|
|
|
|
#if defined(ASE_NEEDS_FRAG_WORLD_POSITION)
|
|
output.positionWS = positionWS;
|
|
#endif
|
|
|
|
float3 normalWS = TransformObjectToWorldDir(input.normalOS);
|
|
|
|
#if _CASTING_PUNCTUAL_LIGHT_SHADOW
|
|
float3 lightDirectionWS = normalize(_LightPosition - positionWS);
|
|
#else
|
|
float3 lightDirectionWS = _LightDirection;
|
|
#endif
|
|
|
|
float4 positionCS = TransformWorldToHClip(ApplyShadowBias(positionWS, normalWS, lightDirectionWS));
|
|
|
|
#if UNITY_REVERSED_Z
|
|
positionCS.z = min(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#else
|
|
positionCS.z = max(positionCS.z, UNITY_NEAR_CLIP_VALUE);
|
|
#endif
|
|
|
|
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
|
|
VertexPositionInputs vertexInput = (VertexPositionInputs)0;
|
|
vertexInput.positionWS = positionWS;
|
|
vertexInput.positionCS = positionCS;
|
|
output.shadowCoord = GetShadowCoord( vertexInput );
|
|
#endif
|
|
|
|
output.positionCS = positionCS;
|
|
output.clipPosV = positionCS;
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
) : 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
|
|
|
|
bool enabled20_g154 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g154 =(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_g154 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g154 = HLSL20_g154( enabled20_g154 , submerged20_g154 , textureSample20_g154 );
|
|
|
|
|
|
float Alpha = ( 1.0 - localHLSL20_g154 );
|
|
float AlphaClipThreshold = 0.5;
|
|
float AlphaClipThresholdShadow = 0.5;
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
float DepthValue = input.positionCS.z;
|
|
#endif
|
|
|
|
#ifdef _ALPHATEST_ON
|
|
#ifdef _ALPHATEST_SHADOW_ON
|
|
clip(Alpha - AlphaClipThresholdShadow);
|
|
#else
|
|
clip(Alpha - AlphaClipThreshold);
|
|
#endif
|
|
#endif
|
|
|
|
#if defined(LOD_FADE_CROSSFADE)
|
|
LODFadeCrossFade( input.positionCS );
|
|
#endif
|
|
|
|
#ifdef ASE_DEPTH_WRITE_ON
|
|
outputDepth = DepthValue;
|
|
#endif
|
|
|
|
return 0;
|
|
}
|
|
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;
|
|
|
|
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
|
|
|
|
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
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float HLSL20_g154( 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);
|
|
|
|
|
|
|
|
#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;
|
|
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
) : 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
|
|
|
|
bool enabled20_g154 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g154 =(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_g154 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g154 = HLSL20_g154( enabled20_g154 , submerged20_g154 , textureSample20_g154 );
|
|
|
|
|
|
float Alpha = ( 1.0 - localHLSL20_g154 );
|
|
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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
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
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float HLSL20_g154( 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_texcoord = screenPos;
|
|
|
|
|
|
#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;
|
|
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
bool enabled20_g154 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g154 =(bool)_FullySubmerged;
|
|
float4 screenPos = input.ase_texcoord;
|
|
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_g154 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g154 = HLSL20_g154( enabled20_g154 , submerged20_g154 , textureSample20_g154 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g154 );
|
|
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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
float4 positionCS : SV_POSITION;
|
|
float4 ase_texcoord : TEXCOORD0;
|
|
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
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float HLSL20_g154( 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_texcoord = screenPos;
|
|
|
|
|
|
#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;
|
|
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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 ) : SV_Target
|
|
{
|
|
SurfaceDescription surfaceDescription = (SurfaceDescription)0;
|
|
|
|
bool enabled20_g154 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g154 =(bool)_FullySubmerged;
|
|
float4 screenPos = input.ase_texcoord;
|
|
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_g154 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g154 = HLSL20_g154( enabled20_g154 , submerged20_g154 , textureSample20_g154 );
|
|
|
|
|
|
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g154 );
|
|
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;
|
|
|
|
UNITY_VERTEX_INPUT_INSTANCE_ID
|
|
};
|
|
|
|
struct PackedVaryings
|
|
{
|
|
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
|
|
float4 clipPosV : TEXCOORD0;
|
|
float3 positionWS : TEXCOORD1;
|
|
float3 normalWS : TEXCOORD2;
|
|
|
|
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
|
|
|
|
float _UnderwaterRenderingEnabled;
|
|
float _FullySubmerged;
|
|
sampler2D _UnderwaterMask;
|
|
|
|
|
|
float HLSL20_g154( 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);
|
|
|
|
|
|
#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;
|
|
|
|
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<VertexControl,3> 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<VertexControl, 3> patch, uint id : SV_OutputControlPointID)
|
|
{
|
|
return patch[id];
|
|
}
|
|
|
|
[domain("tri")]
|
|
PackedVaryings DomainFunction(TessellationFactors factors, OutputPatch<VertexControl, 3> 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
|
|
|
|
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 );
|
|
|
|
bool enabled20_g154 =(bool)_UnderwaterRenderingEnabled;
|
|
bool submerged20_g154 =(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_g154 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
|
|
float localHLSL20_g154 = HLSL20_g154( enabled20_g154 , submerged20_g154 , textureSample20_g154 );
|
|
|
|
|
|
float Alpha = ( 1.0 - localHLSL20_g154 );
|
|
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;467;1136,576;Inherit;False;AddFogToSkyLayer;-1;;145;36a78fe96c9f6fa4dab85c7793736468;0;3;89;COLOR;0,0,0,0;False;91;FLOAT;1;False;59;FLOAT;0;False;2;COLOR;84;FLOAT;0
|
|
Node;AmplifyShaderEditor.RangedFloatNode;457;832,704;Inherit;False;Global;CZY_SkyFogAmount;CZY_SkyFogAmount;1;0;Create;True;0;0;0;False;0;False;1;0.697;0;1;0;1;FLOAT;0
|
|
Node;AmplifyShaderEditor.FunctionNode;723;848,576;Inherit;False;Stylized Sky (Desktop);0;;148;6fc9715951ffc7d4dae1a16a0961dc28;0;0;2;COLOR;0;FLOAT;245
|
|
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;362;104.1543,85.88161;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Meta;0;4;Meta;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Meta;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
|
|
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WireConnection;467;89;723;0
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WireConnection;467;59;457;0
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WireConnection;359;2;467;84
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WireConnection;359;3;723;245
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ASEEND*/
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//CHKSM=152A367A0A62EDA97B21130D286A45BDD752EEC5 |