ProjectDDD/Packages/com.distantlands.cozy.core/Runtime/Shaders/Stylized Sky (Legacy).shader
2025-07-08 19:46:31 +09:00

2233 lines
88 KiB
GLSL

// Made with Amplify Shader Editor v1.9.8.1
// Available at the Unity Asset Store - http://u3d.as/y3X
Shader "Distant Lands/Cozy/URP/Stylized Sky Legacy"
{
Properties
{
[HideInInspector] _AlphaCutoff("Alpha Cutoff ", Range(0, 1)) = 0.5
[HideInInspector] _EmissionColor("Emission Color", Color) = (1,1,1,1)
//_TessPhongStrength( "Tess Phong Strength", Range( 0, 1 ) ) = 0.5
//_TessValue( "Tess Max Tessellation", Range( 1, 32 ) ) = 16
//_TessMin( "Tess Min Distance", Float ) = 10
//_TessMax( "Tess Max Distance", Float ) = 25
//_TessEdgeLength ( "Tess Edge length", Range( 2, 50 ) ) = 16
//_TessMaxDisp( "Tess Max Displacement", Float ) = 25
[HideInInspector] _QueueOffset("_QueueOffset", Float) = 0
[HideInInspector] _QueueControl("_QueueControl", Float) = -1
[HideInInspector][NoScaleOffset] unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset] unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
[HideInInspector][ToggleOff] _ReceiveShadows("Receive Shadows", Float) = 1.0
}
SubShader
{
LOD 0
Tags { "RenderPipeline"="UniversalPipeline" "RenderType"="Transparent" "Queue"="Transparent-99" "UniversalMaterialType"="Unlit" }
Cull Front
AlphaToMask Off
Stencil
{
Ref 221
Comp Always
Pass Zero
Fail Keep
ZFail Keep
}
HLSLINCLUDE
#pragma target 3.0
#pragma prefer_hlslcc gles
// ensure rendering platforms toggle list is visible
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl"
#ifndef ASE_TESS_FUNCS
#define ASE_TESS_FUNCS
float4 FixedTess( float tessValue )
{
return tessValue;
}
float CalcDistanceTessFactor (float4 vertex, float minDist, float maxDist, float tess, float4x4 o2w, float3 cameraPos )
{
float3 wpos = mul(o2w,vertex).xyz;
float dist = distance (wpos, cameraPos);
float f = clamp(1.0 - (dist - minDist) / (maxDist - minDist), 0.01, 1.0) * tess;
return f;
}
float4 CalcTriEdgeTessFactors (float3 triVertexFactors)
{
float4 tess;
tess.x = 0.5 * (triVertexFactors.y + triVertexFactors.z);
tess.y = 0.5 * (triVertexFactors.x + triVertexFactors.z);
tess.z = 0.5 * (triVertexFactors.x + triVertexFactors.y);
tess.w = (triVertexFactors.x + triVertexFactors.y + triVertexFactors.z) / 3.0f;
return tess;
}
float CalcEdgeTessFactor (float3 wpos0, float3 wpos1, float edgeLen, float3 cameraPos, float4 scParams )
{
float dist = distance (0.5 * (wpos0+wpos1), cameraPos);
float len = distance(wpos0, wpos1);
float f = max(len * scParams.y / (edgeLen * dist), 1.0);
return f;
}
float DistanceFromPlane (float3 pos, float4 plane)
{
float d = dot (float4(pos,1.0f), plane);
return d;
}
bool WorldViewFrustumCull (float3 wpos0, float3 wpos1, float3 wpos2, float cullEps, float4 planes[6] )
{
float4 planeTest;
planeTest.x = (( DistanceFromPlane(wpos0, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[0]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[0]) > -cullEps) ? 1.0f : 0.0f );
planeTest.y = (( DistanceFromPlane(wpos0, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[1]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[1]) > -cullEps) ? 1.0f : 0.0f );
planeTest.z = (( DistanceFromPlane(wpos0, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[2]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[2]) > -cullEps) ? 1.0f : 0.0f );
planeTest.w = (( DistanceFromPlane(wpos0, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos1, planes[3]) > -cullEps) ? 1.0f : 0.0f ) +
(( DistanceFromPlane(wpos2, planes[3]) > -cullEps) ? 1.0f : 0.0f );
return !all (planeTest);
}
float4 DistanceBasedTess( float4 v0, float4 v1, float4 v2, float tess, float minDist, float maxDist, float4x4 o2w, float3 cameraPos )
{
float3 f;
f.x = CalcDistanceTessFactor (v0,minDist,maxDist,tess,o2w,cameraPos);
f.y = CalcDistanceTessFactor (v1,minDist,maxDist,tess,o2w,cameraPos);
f.z = CalcDistanceTessFactor (v2,minDist,maxDist,tess,o2w,cameraPos);
return CalcTriEdgeTessFactors (f);
}
float4 EdgeLengthBasedTess( float4 v0, float4 v1, float4 v2, float edgeLength, float4x4 o2w, float3 cameraPos, float4 scParams )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
return tess;
}
float4 EdgeLengthBasedTessCull( float4 v0, float4 v1, float4 v2, float edgeLength, float maxDisplacement, float4x4 o2w, float3 cameraPos, float4 scParams, float4 planes[6] )
{
float3 pos0 = mul(o2w,v0).xyz;
float3 pos1 = mul(o2w,v1).xyz;
float3 pos2 = mul(o2w,v2).xyz;
float4 tess;
if (WorldViewFrustumCull(pos0, pos1, pos2, maxDisplacement, planes))
{
tess = 0.0f;
}
else
{
tess.x = CalcEdgeTessFactor (pos1, pos2, edgeLength, cameraPos, scParams);
tess.y = CalcEdgeTessFactor (pos2, pos0, edgeLength, cameraPos, scParams);
tess.z = CalcEdgeTessFactor (pos0, pos1, edgeLength, cameraPos, scParams);
tess.w = (tess.x + tess.y + tess.z) / 3.0f;
}
return tess;
}
#endif //ASE_TESS_FUNCS
ENDHLSL
Pass
{
Name "Forward"
Tags { "LightMode"="UniversalForward" }
Blend SrcAlpha OneMinusSrcAlpha, One OneMinusSrcAlpha
ZWrite Off
ZTest LEqual
Offset 0 , 0
ColorMask RGBA
HLSLPROGRAM
#pragma multi_compile_fragment _ALPHATEST_ON
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#define _SURFACE_TYPE_TRANSPARENT 1
#define ASE_VERSION 19801
#define ASE_SRP_VERSION 140010
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ DEBUG_DISPLAY
#pragma vertex vert
#pragma fragment frag
#define SHADERPASS SHADERPASS_UNLIT
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#endif
#if ASE_SRP_VERSION >=140007
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Texture.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"
#if ASE_SRP_VERSION >=140010
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#endif
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShaderPass.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Debug/Debugging3D.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceData.hlsl"
#if defined(LOD_FADE_CROSSFADE)
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/LODCrossFade.hlsl"
#endif
#include "Packages/com.unity.shadergraph/ShaderGraphLibrary/Functions.hlsl"
#define ASE_NEEDS_FRAG_WORLD_POSITION
#define ASE_NEEDS_FRAG_SCREEN_POSITION
#if defined(ASE_EARLY_Z_DEPTH_OPTIMIZE) && (SHADER_TARGET >= 45)
#define ASE_SV_DEPTH SV_DepthLessEqual
#define ASE_SV_POSITION_QUALIFIERS linear noperspective centroid
#else
#define ASE_SV_DEPTH SV_Depth
#define ASE_SV_POSITION_QUALIFIERS
#endif
struct Attributes
{
float4 positionOS : POSITION;
float3 normalOS : NORMAL;
float4 texcoord : TEXCOORD0;
float4 texcoord1 : TEXCOORD1;
float4 texcoord2 : TEXCOORD2;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct PackedVaryings
{
ASE_SV_POSITION_QUALIFIERS float4 positionCS : SV_POSITION;
float4 clipPosV : TEXCOORD0;
float3 positionWS : TEXCOORD1;
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
half4 fogFactorAndVertexLight : TEXCOORD2;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
float4 shadowCoord : TEXCOORD3;
#endif
#if defined(LIGHTMAP_ON)
float4 lightmapUVOrVertexSH : TEXCOORD4;
#endif
#if defined(DYNAMICLIGHTMAP_ON)
float2 dynamicLightmapUV : TEXCOORD5;
#endif
float4 ase_texcoord6 : TEXCOORD6;
UNITY_VERTEX_INPUT_INSTANCE_ID
UNITY_VERTEX_OUTPUT_STEREO
};
CBUFFER_START(UnityPerMaterial)
#ifdef ASE_TESSELLATION
float _TessPhongStrength;
float _TessValue;
float _TessMin;
float _TessMax;
float _TessEdgeLength;
float _TessMaxDisp;
#endif
CBUFFER_END
float4 CZY_HorizonColor;
float CZY_FilterSaturation;
float CZY_FilterValue;
float4 CZY_FilterColor;
float4 CZY_ZenithColor;
float CZY_Power;
float3 CZY_SunDirection;
float CZY_SunHaloFalloff;
float4 CZY_SunHaloColor;
float4 CZY_SunFilterColor;
float4 CZY_SunColor;
float CZY_SunSize;
float3 CZY_EclipseDirection;
float3 CZY_MoonDirection;
float CZY_MoonFlareFalloff;
float4 CZY_MoonFlareColor;
sampler2D CZY_GalaxyVariationMap;
sampler2D CZY_StarMap;
sampler2D CZY_GalaxyMap;
sampler2D CZY_GalaxyStarMap;
float4 CZY_StarColor;
float4 CZY_GalaxyColor1;
float4 CZY_GalaxyColor2;
float4 CZY_GalaxyColor3;
float CZY_GalaxyMultiplier;
float CZY_RainbowSize;
float CZY_RainbowWidth;
float CZY_RainbowIntensity;
sampler2D CZY_LightScatteringMap;
float4 CZY_LightColumnColor;
float4 CZY_LightColor;
float4 CZY_FogColor5;
float CZY_LightFlareSquish;
half CZY_LightIntensity;
half CZY_LightFalloff;
float4 CZY_FogMoonFlareColor;
float CZY_SkyFogAmount;
float CZY_FogSmoothness;
float CZY_FogOffset;
float CZY_FogIntensity;
float _UnderwaterRenderingEnabled;
float _FullySubmerged;
sampler2D _UnderwaterMask;
float3 HSVToRGB( float3 c )
{
float4 K = float4( 1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0 );
float3 p = abs( frac( c.xxx + K.xyz ) * 6.0 - K.www );
return c.z * lerp( K.xxx, saturate( p - K.xxx ), c.y );
}
float3 RGBToHSV(float3 c)
{
float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
float4 p = lerp( float4( c.bg, K.wz ), float4( c.gb, K.xy ), step( c.b, c.g ) );
float4 q = lerp( float4( p.xyw, c.r ), float4( c.r, p.yzx ), step( p.x, c.r ) );
float d = q.x - min( q.w, q.y );
float e = 1.0e-10;
return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
float3 mod2D289( float3 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float2 mod2D289( float2 x ) { return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; }
float3 permute( float3 x ) { return mod2D289( ( ( x * 34.0 ) + 1.0 ) * x ); }
float snoise( float2 v )
{
const float4 C = float4( 0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439 );
float2 i = floor( v + dot( v, C.yy ) );
float2 x0 = v - i + dot( i, C.xx );
float2 i1;
i1 = ( x0.x > x0.y ) ? float2( 1.0, 0.0 ) : float2( 0.0, 1.0 );
float4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;
i = mod2D289( i );
float3 p = permute( permute( i.y + float3( 0.0, i1.y, 1.0 ) ) + i.x + float3( 0.0, i1.x, 1.0 ) );
float3 m = max( 0.5 - float3( dot( x0, x0 ), dot( x12.xy, x12.xy ), dot( x12.zw, x12.zw ) ), 0.0 );
m = m * m;
m = m * m;
float3 x = 2.0 * frac( p * C.www ) - 1.0;
float3 h = abs( x ) - 0.5;
float3 ox = floor( x + 0.5 );
float3 a0 = x - ox;
m *= 1.79284291400159 - 0.85373472095314 * ( a0 * a0 + h * h );
float3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot( m, g );
}
float4 SampleGradient( Gradient gradient, float time )
{
float3 color = gradient.colors[0].rgb;
UNITY_UNROLL
for (int c = 1; c < 8; c++)
{
float colorPos = saturate((time - gradient.colors[c-1].w) / ( 0.00001 + (gradient.colors[c].w - gradient.colors[c-1].w)) * step(c, gradient.colorsLength-1));
color = lerp(color, gradient.colors[c].rgb, lerp(colorPos, step(0.01, colorPos), gradient.type));
}
#ifndef UNITY_COLORSPACE_GAMMA
color = SRGBToLinear(color);
#endif
float alpha = gradient.alphas[0].x;
UNITY_UNROLL
for (int a = 1; a < 8; a++)
{
float alphaPos = saturate((time - gradient.alphas[a-1].y) / ( 0.00001 + (gradient.alphas[a].y - gradient.alphas[a-1].y)) * step(a, gradient.alphasLength-1));
alpha = lerp(alpha, gradient.alphas[a].x, lerp(alphaPos, step(0.01, alphaPos), gradient.type));
}
return float4(color, alpha);
}
float HLSL20_g144( bool enabled, bool submerged, float textureSample )
{
if(enabled)
{
if(submerged) return 1.0;
else return textureSample;
}
else
{
return 0.0;
}
}
PackedVaryings VertexFunction( Attributes input )
{
PackedVaryings output = (PackedVaryings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.ase_texcoord6.xy = input.texcoord.xy;
//setting value to unused interpolator channels and avoid initialization warnings
output.ase_texcoord6.zw = 0;
#ifdef ASE_ABSOLUTE_VERTEX_POS
float3 defaultVertexValue = input.positionOS.xyz;
#else
float3 defaultVertexValue = float3(0, 0, 0);
#endif
float3 vertexValue = defaultVertexValue;
#ifdef ASE_ABSOLUTE_VERTEX_POS
input.positionOS.xyz = vertexValue;
#else
input.positionOS.xyz += vertexValue;
#endif
input.normalOS = input.normalOS;
VertexPositionInputs vertexInput = GetVertexPositionInputs( input.positionOS.xyz );
#if defined(LIGHTMAP_ON)
OUTPUT_LIGHTMAP_UV(input.texcoord1, unity_LightmapST, output.lightmapUVOrVertexSH.xy);
#endif
#if defined(DYNAMICLIGHTMAP_ON)
output.dynamicLightmapUV.xy = input.texcoord2.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
#if defined(ASE_FOG) || defined(_ADDITIONAL_LIGHTS_VERTEX)
output.fogFactorAndVertexLight = 0;
#if defined(ASE_FOG) && !defined(_FOG_FRAGMENT)
output.fogFactorAndVertexLight.x = ComputeFogFactor(vertexInput.positionCS.z);
#endif
#ifdef _ADDITIONAL_LIGHTS_VERTEX
half3 vertexLight = VertexLighting( vertexInput.positionWS, normalInput.normalWS );
output.fogFactorAndVertexLight.yzw = vertexLight;
#endif
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) && defined(ASE_NEEDS_FRAG_SHADOWCOORDS)
output.shadowCoord = GetShadowCoord( vertexInput );
#endif
output.positionCS = vertexInput.positionCS;
output.clipPosV = vertexInput.positionCS;
output.positionWS = vertexInput.positionWS;
return output;
}
#if defined(ASE_TESSELLATION)
struct VertexControl
{
float4 positionOS : INTERNALTESSPOS;
float3 normalOS : NORMAL;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct TessellationFactors
{
float edge[3] : SV_TessFactor;
float inside : SV_InsideTessFactor;
};
VertexControl vert ( Attributes input )
{
VertexControl output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
output.positionOS = input.positionOS;
output.normalOS = input.normalOS;
return output;
}
TessellationFactors TessellationFunction (InputPatch<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
float3 hsvTorgb2_g140 = RGBToHSV( CZY_HorizonColor.rgb );
float3 hsvTorgb3_g140 = HSVToRGB( float3(hsvTorgb2_g140.x,saturate( ( hsvTorgb2_g140.y + CZY_FilterSaturation ) ),( hsvTorgb2_g140.z + CZY_FilterValue )) );
float4 temp_output_10_0_g140 = ( float4( hsvTorgb3_g140 , 0.0 ) * CZY_FilterColor );
float4 HorizonColor140_g139 = temp_output_10_0_g140;
float3 hsvTorgb2_g141 = RGBToHSV( CZY_ZenithColor.rgb );
float3 hsvTorgb3_g141 = HSVToRGB( float3(hsvTorgb2_g141.x,saturate( ( hsvTorgb2_g141.y + CZY_FilterSaturation ) ),( hsvTorgb2_g141.z + CZY_FilterValue )) );
float4 temp_output_10_0_g141 = ( float4( hsvTorgb3_g141 , 0.0 ) * CZY_FilterColor );
float4 ZenithColor139_g139 = temp_output_10_0_g141;
float2 texCoord135_g139 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float2 temp_output_136_0_g139 = ( texCoord135_g139 - float2( 0.5,0.5 ) );
float dotResult138_g139 = dot( temp_output_136_0_g139 , temp_output_136_0_g139 );
float SimpleGradient137_g139 = dotResult138_g139;
float GradientPos132_g139 = ( 1.0 - saturate( pow( saturate( (0.0 + (SimpleGradient137_g139 - 0.0) * (2.0 - 0.0) / (1.0 - 0.0)) ) , CZY_Power ) ) );
float4 lerpResult110_g139 = lerp( HorizonColor140_g139 , ZenithColor139_g139 , GradientPos132_g139);
float4 SimpleSkyGradient127_g139 = lerpResult110_g139;
float3 normalizeResult62_g139 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult66_g139 = dot( normalizeResult62_g139 , CZY_SunDirection );
float SunDot72_g139 = dotResult66_g139;
float3 hsvTorgb2_g143 = RGBToHSV( CZY_SunHaloColor.rgb );
float3 hsvTorgb3_g143 = HSVToRGB( float3(hsvTorgb2_g143.x,saturate( ( hsvTorgb2_g143.y + CZY_FilterSaturation ) ),( hsvTorgb2_g143.z + CZY_FilterValue )) );
float4 temp_output_10_0_g143 = ( float4( hsvTorgb3_g143 , 0.0 ) * CZY_FilterColor );
half4 SunFlare143_g139 = abs( ( saturate( pow( saturate( (SunDot72_g139*0.5 + 0.4) ) , ( ( CZY_SunHaloFalloff * 40.0 ) + 5.0 ) ) ) * ( temp_output_10_0_g143 * CZY_SunFilterColor ) ) );
float3 hsvTorgb2_g145 = RGBToHSV( CZY_SunColor.rgb );
float3 hsvTorgb3_g145 = HSVToRGB( float3(hsvTorgb2_g145.x,saturate( ( hsvTorgb2_g145.y + CZY_FilterSaturation ) ),( hsvTorgb2_g145.z + CZY_FilterValue )) );
float4 temp_output_10_0_g145 = ( float4( hsvTorgb3_g145 , 0.0 ) * CZY_FilterColor );
float3 normalizeResult233_g139 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult234_g139 = dot( normalizeResult233_g139 , CZY_EclipseDirection );
float EclipseDot237_g139 = dotResult234_g139;
float eclipse208_g139 = ( ( 1.0 - EclipseDot237_g139 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0006 ) ? 0.0 : 1.0 );
float4 SunRender219_g139 = ( ( temp_output_10_0_g145 * CZY_SunFilterColor ) * saturate( ( ( ( 1.0 - SunDot72_g139 ) > ( pow( CZY_SunSize , 3.0 ) * 0.0007 ) ? 0.0 : 1.0 ) - eclipse208_g139 ) ) );
float3 normalizeResult227_g139 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float dotResult228_g139 = dot( normalizeResult227_g139 , CZY_MoonDirection );
float MoonDot240_g139 = dotResult228_g139;
float3 hsvTorgb2_g142 = RGBToHSV( CZY_MoonFlareColor.rgb );
float3 hsvTorgb3_g142 = HSVToRGB( float3(hsvTorgb2_g142.x,saturate( ( hsvTorgb2_g142.y + CZY_FilterSaturation ) ),( hsvTorgb2_g142.z + CZY_FilterValue )) );
float4 temp_output_10_0_g142 = ( float4( hsvTorgb3_g142 , 0.0 ) * CZY_FilterColor );
half4 MoonFlare53_g139 = abs( ( saturate( pow( saturate( (MoonDot240_g139*0.5 + 0.4) ) , ( ( CZY_MoonFlareFalloff * 20.0 ) + 5.0 ) ) ) * temp_output_10_0_g142 ) );
float2 texCoord8_g139 = input.ase_texcoord6.xy * float2( 1,1 ) + float2( 0,0 );
float2 Pos17_g139 = texCoord8_g139;
float mulTime41_g139 = _TimeParameters.x * 0.005;
float cos18_g139 = cos( mulTime41_g139 );
float sin18_g139 = sin( mulTime41_g139 );
float2 rotator18_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos18_g139 , -sin18_g139 , sin18_g139 , cos18_g139 )) + float2( 0.5,0.5 );
float mulTime36_g139 = _TimeParameters.x * -0.02;
float simplePerlin2D19_g139 = snoise( (Pos17_g139*5.0 + mulTime36_g139) );
simplePerlin2D19_g139 = simplePerlin2D19_g139*0.5 + 0.5;
float StarPlacementPattern171_g139 = saturate( ( min( tex2D( CZY_GalaxyVariationMap, (Pos17_g139*5.0 + mulTime41_g139) ).r , tex2D( CZY_GalaxyVariationMap, (rotator18_g139*2.0 + 0.0) ).r ) * simplePerlin2D19_g139 * (0.2 + (SimpleGradient137_g139 - 0.0) * (0.0 - 0.2) / (1.0 - 0.0)) ) );
float2 panner45_g139 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos17_g139);
float mulTime75_g139 = _TimeParameters.x * 0.001;
float cos57_g139 = cos( mulTime75_g139 );
float sin57_g139 = sin( mulTime75_g139 );
float2 rotator57_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos57_g139 , -sin57_g139 , sin57_g139 , cos57_g139 )) + float2( 0.5,0.5 );
float temp_output_60_0_g139 = min( tex2D( CZY_StarMap, (panner45_g139*4.0 + mulTime75_g139) ).r , tex2D( CZY_GalaxyVariationMap, (rotator57_g139*0.1 + 0.0) ).r );
float2 panner9_g139 = ( 1.0 * _Time.y * float2( 0.0007,0 ) + Pos17_g139);
float mulTime13_g139 = _TimeParameters.x * 0.005;
float2 panner14_g139 = ( 1.0 * _Time.y * float2( 0.001,0 ) + Pos17_g139);
float mulTime11_g139 = _TimeParameters.x * 0.005;
float cos10_g139 = cos( mulTime11_g139 );
float sin10_g139 = sin( mulTime11_g139 );
float2 rotator10_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos10_g139 , -sin10_g139 , sin10_g139 , cos10_g139 )) + float2( 0.5,0.5 );
float2 panner16_g139 = ( mulTime11_g139 * float2( 0.004,0 ) + rotator10_g139);
float2 GalaxyPos63_g139 = panner16_g139;
float GalaxyPattern192_g139 = saturate( ( min( (0.3 + (tex2D( CZY_GalaxyVariationMap, (panner9_g139*4.0 + mulTime13_g139) ).r - 0.0) * (1.0 - 0.3) / (0.8 - 0.0)) , (0.3 + (( 1.0 - tex2D( CZY_GalaxyVariationMap, (panner14_g139*3.0 + mulTime13_g139) ).r ) - 0.0) * (1.0 - 0.3) / (1.0 - 0.0)) ) * (0.3 + (SimpleGradient137_g139 - 0.0) * (-0.2 - 0.3) / (0.2 - 0.0)) * tex2D( CZY_GalaxyMap, GalaxyPos63_g139 ).r ) );
float4 break80_g139 = MoonFlare53_g139;
float StarPattern90_g139 = ( ( ( StarPlacementPattern171_g139 * temp_output_60_0_g139 ) + ( temp_output_60_0_g139 * GalaxyPattern192_g139 ) + ( tex2D( CZY_GalaxyStarMap, GalaxyPos63_g139 ).r * 0.2 ) ) * ( 1.0 - ( break80_g139.r + break80_g139.g + break80_g139.b + break80_g139.a ) ) );
float cos200_g139 = cos( 0.002 * _Time.y );
float sin200_g139 = sin( 0.002 * _Time.y );
float2 rotator200_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos200_g139 , -sin200_g139 , sin200_g139 , cos200_g139 )) + float2( 0.5,0.5 );
float cos199_g139 = cos( 0.004 * _Time.y );
float sin199_g139 = sin( 0.004 * _Time.y );
float2 rotator199_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos199_g139 , -sin199_g139 , sin199_g139 , cos199_g139 )) + float2( 0.5,0.5 );
float cos201_g139 = cos( 0.001 * _Time.y );
float sin201_g139 = sin( 0.001 * _Time.y );
float2 rotator201_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos201_g139 , -sin201_g139 , sin201_g139 , cos201_g139 )) + float2( 0.5,0.5 );
float4 appendResult43_g139 = (float4(tex2D( CZY_GalaxyVariationMap, (rotator200_g139*10.0 + 0.0) ).r , tex2D( CZY_GalaxyVariationMap, (rotator199_g139*8.0 + 2.04) ).r , tex2D( CZY_GalaxyVariationMap, (rotator201_g139*6.0 + 2.04) ).r , 1.0));
float4 GalaxyColoring69_g139 = appendResult43_g139;
float4 break124_g139 = GalaxyColoring69_g139;
float4 FinalGalaxyColoring189_g139 = ( ( CZY_GalaxyColor1 * break124_g139.r ) + ( CZY_GalaxyColor2 * break124_g139.g ) + ( CZY_GalaxyColor3 * break124_g139.b ) );
float4 GalaxyFullColor120_g139 = ( saturate( ( StarPattern90_g139 * CZY_StarColor ) ) + ( GalaxyPattern192_g139 * FinalGalaxyColoring189_g139 * CZY_GalaxyMultiplier ) );
Gradient gradient95_g139 = NewGradient( 0, 8, 4, float4( 1, 0, 0, 0.1205921 ), float4( 1, 0.3135593, 0, 0.2441138 ), float4( 1, 0.8774895, 0.2216981, 0.3529412 ), float4( 0.3030533, 1, 0.2877358, 0.4529488 ), float4( 0.3726415, 1, 0.9559749, 0.5529412 ), float4( 0.4669811, 0.7253776, 1, 0.6470588 ), float4( 0.1561944, 0.3586135, 0.735849, 0.802945 ), float4( 0.2576377, 0.08721964, 0.5283019, 0.9264668 ), float2( 0, 0 ), float2( 0, 0.08235294 ), float2( 0.6039216, 0.8264744 ), float2( 0, 1 ), 0, 0, 0, 0 );
float temp_output_86_0_g139 = ( 1.0 - SunDot72_g139 );
float temp_output_91_0_g139 = ( CZY_RainbowSize * 0.01 );
float temp_output_96_0_g139 = ( temp_output_91_0_g139 + ( CZY_RainbowWidth * 0.01 ) );
float4 RainbowClipping112_g139 = ( SampleGradient( gradient95_g139, (0.0 + (temp_output_86_0_g139 - temp_output_91_0_g139) * (1.0 - 0.0) / (temp_output_96_0_g139 - temp_output_91_0_g139)) ) * ( ( temp_output_86_0_g139 < temp_output_91_0_g139 ? 0.0 : 1.0 ) * ( temp_output_86_0_g139 > temp_output_96_0_g139 ? 0.0 : 1.0 ) ) * SampleGradient( gradient95_g139, (0.0 + (temp_output_86_0_g139 - temp_output_91_0_g139) * (1.0 - 0.0) / (temp_output_96_0_g139 - temp_output_91_0_g139)) ).a * CZY_RainbowIntensity );
float cos70_g139 = cos( -0.005 * _Time.y );
float sin70_g139 = sin( -0.005 * _Time.y );
float2 rotator70_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos70_g139 , -sin70_g139 , sin70_g139 , cos70_g139 )) + float2( 0.5,0.5 );
float cos67_g139 = cos( 0.01 * _Time.y );
float sin67_g139 = sin( 0.01 * _Time.y );
float2 rotator67_g139 = mul( Pos17_g139 - float2( 0.5,0.5 ) , float2x2( cos67_g139 , -sin67_g139 , sin67_g139 , cos67_g139 )) + float2( 0.5,0.5 );
float4 transform185_g139 = mul(GetWorldToObjectMatrix(),float4( WorldPosition , 0.0 ));
float saferPower187_g139 = abs( ( ( abs( transform185_g139.y ) * 0.03 ) + -0.3 ) );
float LightColumnsPattern93_g139 = saturate( ( min( tex2D( CZY_LightScatteringMap, rotator70_g139 ).r , tex2D( CZY_LightScatteringMap, rotator67_g139 ).r ) * (1.0 + (saturate( pow( saferPower187_g139 , 1.0 ) ) - 0.0) * (0.0 - 1.0) / (1.0 - 0.0)) ) );
float4 LightColumnsColor114_g139 = ( LightColumnsPattern93_g139 * CZY_LightColumnColor );
float3 hsvTorgb69_g146 = RGBToHSV( CZY_FogColor5.rgb );
float3 normalizeResult54_g146 = normalize( ( WorldPosition - _WorldSpaceCameraPos ) );
float3 temp_output_56_0_g146 = ( normalizeResult54_g146 * _ProjectionParams.z );
float3 appendResult25_g146 = (float3(1.0 , CZY_LightFlareSquish , 1.0));
float3 normalizeResult13_g146 = normalize( ( ( temp_output_56_0_g146 * appendResult25_g146 ) - _WorldSpaceCameraPos ) );
float dotResult16_g146 = dot( normalizeResult13_g146 , CZY_SunDirection );
half LightMask35_g146 = saturate( pow( abs( ( (dotResult16_g146*0.5 + 0.5) * CZY_LightIntensity ) ) , CZY_LightFalloff ) );
float temp_output_91_0_g146 = 1.0;
float3 hsvTorgb2_g148 = RGBToHSV( ( CZY_LightColor * hsvTorgb69_g146.z * saturate( ( LightMask35_g146 * ( 1.5 * CZY_FogColor5.a ) * temp_output_91_0_g146 ) ) ).rgb );
float3 hsvTorgb3_g148 = HSVToRGB( float3(hsvTorgb2_g148.x,saturate( ( hsvTorgb2_g148.y + CZY_FilterSaturation ) ),( hsvTorgb2_g148.z + CZY_FilterValue )) );
float4 temp_output_10_0_g148 = ( float4( hsvTorgb3_g148 , 0.0 ) * CZY_FilterColor );
float3 direction88_g146 = ( temp_output_56_0_g146 - _WorldSpaceCameraPos );
float3 normalizeResult32_g146 = normalize( direction88_g146 );
float3 normalizeResult30_g146 = normalize( CZY_MoonDirection );
float dotResult28_g146 = dot( normalizeResult32_g146 , normalizeResult30_g146 );
half MoonMask18_g146 = saturate( pow( abs( ( saturate( (dotResult28_g146*1.0 + 0.0) ) * CZY_LightIntensity ) ) , ( CZY_LightFalloff * 3.0 ) ) );
float3 hsvTorgb2_g147 = RGBToHSV( ( CZY_FogColor5 + ( hsvTorgb69_g146.z * saturate( ( CZY_FogColor5.a * MoonMask18_g146 * temp_output_91_0_g146 ) ) * CZY_FogMoonFlareColor ) ).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 ase_objectScale = float3( length( GetObjectToWorldMatrix()[ 0 ].xyz ), length( GetObjectToWorldMatrix()[ 1 ].xyz ), length( GetObjectToWorldMatrix()[ 2 ].xyz ) );
float temp_output_34_0_g146 = ( CZY_SkyFogAmount * saturate( ( ( 1.0 - saturate( ( ( ( direction88_g146.y * 0.1 ) * ( 1.0 / ( ( CZY_FogSmoothness * length( ase_objectScale ) ) * 10.0 ) ) ) + ( 1.0 - CZY_FogOffset ) ) ) ) * CZY_FogIntensity ) ) );
float4 lerpResult90_g146 = lerp( ( SimpleSkyGradient127_g139 + SunFlare143_g139 + SunRender219_g139 + MoonFlare53_g139 + GalaxyFullColor120_g139 + RainbowClipping112_g139 + LightColumnsColor114_g139 ) , ( ( temp_output_10_0_g148 * CZY_SunFilterColor ) + temp_output_10_0_g147 ) , temp_output_34_0_g146);
bool enabled20_g144 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g144 =(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_g144 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g144 = HLSL20_g144( enabled20_g144 , submerged20_g144 , textureSample20_g144 );
float3 BakedAlbedo = 0;
float3 BakedEmission = 0;
float3 Color = lerpResult90_g146.rgb;
float Alpha = ( 1.0 - localHLSL20_g144 );
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_g144( 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_g144 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g144 =(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_g144 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g144 = HLSL20_g144( enabled20_g144 , submerged20_g144 , textureSample20_g144 );
float Alpha = ( 1.0 - localHLSL20_g144 );
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_g144( 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_g144 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g144 =(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_g144 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g144 = HLSL20_g144( enabled20_g144 , submerged20_g144 , textureSample20_g144 );
float Alpha = ( 1.0 - localHLSL20_g144 );
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_g144( 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_g144 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g144 =(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_g144 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g144 = HLSL20_g144( enabled20_g144 , submerged20_g144 , textureSample20_g144 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g144 );
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_g144( 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_g144 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g144 =(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_g144 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g144 = HLSL20_g144( enabled20_g144 , submerged20_g144 , textureSample20_g144 );
surfaceDescription.Alpha = ( 1.0 - localHLSL20_g144 );
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_g144( 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_g144 =(bool)_UnderwaterRenderingEnabled;
bool submerged20_g144 =(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_g144 = tex2Dlod( _UnderwaterMask, float4( ase_positionSSNorm.xy, 0, 0.0) ).r;
float localHLSL20_g144 = HLSL20_g144( enabled20_g144 , submerged20_g144 , textureSample20_g144 );
float Alpha = ( 1.0 - localHLSL20_g144 );
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;432;-400,304;Inherit;False;Stylized Sky (Legacy);0;;139;cfad0bf73294b544083ad1eda3a1d938;0;0;2;COLOR;0;FLOAT;245
Node;AmplifyShaderEditor.FunctionNode;433;-144,304;Inherit;False;AddFogToSkyLayer;-1;;146;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;434;-448,432;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.RangedFloatNode;428;-96,432;Inherit;False;Constant;_Float0;Float 0;2;0;Create;True;0;0;0;False;0;False;0.5;0;0;0;0;1;FLOAT;0
Node;AmplifyShaderEditor.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
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;358;104.1543,304;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ExtraPrePass;0;0;ExtraPrePass;5;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;0;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;360;104.1543,85.88161;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ShadowCaster;0;2;ShadowCaster;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=ShadowCaster;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;361;104.1543,85.88161;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthOnly;0;3;DepthOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;True;False;False;False;False;0;False;;False;False;False;False;False;False;False;False;False;True;1;False;;False;False;True;1;LightMode=DepthOnly;False;False;0;Hidden/InternalErrorShader;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;363;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;Universal2D;0;5;Universal2D;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;True;1;1;False;;0;False;;0;1;False;;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;True;1;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=Universal2D;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;364;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;SceneSelectionPass;0;6;SceneSelectionPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;2;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=SceneSelectionPass;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;365;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;ScenePickingPass;0;7;ScenePickingPass;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;LightMode=Picking;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;366;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormals;0;8;DepthNormals;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;False;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;367;-319.2936,316.642;Float;False;False;-1;2;UnityEditor.ShaderGraphUnlitGUI;0;13;New Amplify Shader;2992e84f91cbeb14eab234972e07ea9d;True;DepthNormalsOnly;0;9;DepthNormalsOnly;0;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;0;False;;False;False;False;False;False;False;False;False;False;True;False;0;False;;255;False;;255;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;0;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Opaque=RenderType;Queue=Geometry=Queue=0;UniversalMaterialType=Unlit;True;5;True;12;all;0;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;1;False;;True;3;False;;False;True;1;LightMode=DepthNormalsOnly;False;True;9;d3d11;metal;vulkan;xboxone;xboxseries;playstation;ps4;ps5;switch;0;;0;0;Standard;0;False;0
Node;AmplifyShaderEditor.TemplateMultiPassMasterNode;359;128,304;Float;False;True;-1;2;DistantLands.Cozy.EditorScripts.EmptyShaderGUI;0;13;Distant Lands/Cozy/URP/Stylized Sky Legacy;2992e84f91cbeb14eab234972e07ea9d;True;Forward;0;1;Forward;9;False;False;False;False;False;False;False;False;False;False;False;False;True;0;False;;False;True;1;False;;False;False;False;False;False;False;False;False;True;True;True;221;False;;255;False;;255;False;;7;False;;2;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;False;False;False;True;4;RenderPipeline=UniversalPipeline;RenderType=Transparent=RenderType;Queue=Transparent=Queue=-99;UniversalMaterialType=Unlit;True;2;True;12;all;0;False;True;1;5;False;;10;False;;1;1;False;;10;False;;False;False;False;False;False;False;False;False;False;False;False;False;False;False;True;True;True;True;True;0;False;;False;False;False;False;False;False;False;True;False;255;False;;255;False;;255;False;;7;False;;1;False;;1;False;;1;False;;7;False;;1;False;;1;False;;1;False;;False;True;2;False;;True;3;False;;True;True;0;False;;0;False;;True;1;LightMode=UniversalForward;False;False;0;Hidden/InternalErrorShader;0;0;Standard;25;Surface;1;638034390100057656; Blend;0;0;Two Sided;2;638034390263505318;Alpha Clipping;1;0; Use Shadow Threshold;0;0;Forward Only;0;0;Cast Shadows;1;0;Receive Shadows;1;0;GPU Instancing;1;0;LOD CrossFade;0;0;Built-in Fog;0;0;Meta Pass;0;0;Extra Pre Pass;0;0;Tessellation;0;0; Phong;0;0; Strength;0.5,False,;0; Type;0;0; Tess;16,False,;0; Min;10,False,;0; Max;25,False,;0; Edge Length;16,False,;0; Max Displacement;25,False,;0;Write Depth;0;0; Early Z;0;0;Vertex Position,InvertActionOnDeselection;1;0;0;10;False;True;True;True;False;False;True;True;True;False;False;;False;0
WireConnection;433;89;432;0
WireConnection;433;59;434;0
WireConnection;359;2;433;84
WireConnection;359;3;432;245
WireConnection;359;4;428;0
ASEEND*/
//CHKSM=353F7431948D55784ED12DAE663B9918C7CA31C4